X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FProjectile.cs;h=308e313d39dbbfae5fa5467d84f30f34b3d7bf54;hp=1dd5e08eaf1e1ac40a9f5e73e056fe81960eada6;hb=6f4eff30ee197a57bbedb2067f94b12ab0d69d48;hpb=89e5ee7d83cfb353b6c98dcbf6ed6b87833b9866 diff --git a/CarFire/CarFire/CarFire/Projectile.cs b/CarFire/CarFire/CarFire/Projectile.cs index 1dd5e08..308e313 100644 --- a/CarFire/CarFire/CarFire/Projectile.cs +++ b/CarFire/CarFire/CarFire/Projectile.cs @@ -40,17 +40,19 @@ namespace CarFire Texture2D _projectileModel, Vector2 _velocity, int _gridX, - int _gridY, + int _gridY) + /*, int _pixelX, - int _pixelY) + int _pixelY)*/ { theMap = _currentMap; projectileModel = _projectileModel; velocity = _velocity; gridX = _gridX; gridY = _gridY; - pixelX = _pixelX; - pixelY = _pixelY; + pixelX = _gridX * (int)Map.PixelsToUnitSquares; + pixelY = _gridY * (int)Map.PixelsToUnitSquares; + damage = 20; } public void Update(TimeSpan timespan) { @@ -64,13 +66,13 @@ namespace CarFire //If the projectile will be moving to a new grid position we need to check to see if it is occupied. if ((int)((pixelX + velocity.X) / Map.PixelsToUnitSquares) != gridX || (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares) != gridY) { - bool open = theMap.IsCellOpen((int)((pixelX + velocity.X) /Map.PixelsToUnitSquares), (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares)); + //bool open = theMap.IsCellOpen((int)((pixelX + velocity.X) /Map.PixelsToUnitSquares), (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares)); //If open just move this projectile there //***Map doesn't need to know that this projectile is there because players/monsters are allowed // to move into the path of projectiles. - if (open) + //if (open) { - Console.WriteLine("pixelX:" + pixelX + " " + " pixelY: "+ pixelY); + //Console.WriteLine("pixelX:" + pixelX + " " + " pixelY: "+ pixelY); pixelX += (int)velocity.X; pixelY += (int)velocity.Y; gridX = (int)(pixelX /Map.PixelsToUnitSquares); @@ -102,9 +104,10 @@ namespace CarFire //Console.WriteLine(gridX + " " + gridY); //Console.WriteLine(theMap.GetRectangleFromCoordinates(new Vector2(gridX, gridY))); Rectangle position = theMap.GetRectangleFromCoordinates(new Vector2(gridX, gridY)); - spriteBatch.Draw(projectileModel, position, Color.White); - //Rectangle position2 = new Rectangle(pixelX-30, pixelY-30, 60, 60); - //spriteBatch.Draw(projectileModel, position2, Color.White); + //spriteBatch.Draw(projectileModel, position, Color.White); + Rectangle position2 = new Rectangle((int)(pixelX), (int)(pixelY), (int)Map.PixelsToUnitSquares, (int)Map.PixelsToUnitSquares); + Rectangle position3 = theMap.GetRectangleFromCoordinates(new Vector2(pixelX / Map.PixelsToUnitSquares, pixelY / Map.PixelsToUnitSquares)); + spriteBatch.Draw(projectileModel, position3, Color.White); } ///