X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FProjectile.cs;h=308e313d39dbbfae5fa5467d84f30f34b3d7bf54;hp=e9fd47b2cc95b06eb8b5cbc379a1728e48b1cda3;hb=6f4eff30ee197a57bbedb2067f94b12ab0d69d48;hpb=65c7b1983e25cd16f2e00b83f23542854e8345af diff --git a/CarFire/CarFire/CarFire/Projectile.cs b/CarFire/CarFire/CarFire/Projectile.cs index e9fd47b..308e313 100644 --- a/CarFire/CarFire/CarFire/Projectile.cs +++ b/CarFire/CarFire/CarFire/Projectile.cs @@ -40,48 +40,51 @@ 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() + public void Update(TimeSpan timespan) { + /* //See if something moved onto this projectile. - if(theMap.IsCellOpen(gridX, gridY)) + if(theMap.isOpenSquare(gridX, gridY)) { - //theMap.damageSquare(gridX, gridY, damage); + theMap.damageSquare(gridX, gridY, damage); } + */ //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) / theMap.gridToPixelRatio) != gridX || (int)((pixelY + velocity.Y) / Map.gridToPixelRatio) != gridY) + if ((int)((pixelX + velocity.X) / Map.PixelsToUnitSquares) != gridX || (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares) != gridY) { - bool open = theMap.IsCellOpen((pixelX + velocity.X) / theMap.gridToPixelRatio, (pixelY + velocity.Y) / Map.gridToPixelRatio); + //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); pixelX += (int)velocity.X; pixelY += (int)velocity.Y; - gridX = pixelX / theMap.gridToPixelRatio; - gridY = pixelY / theMap.gridToPixelRatio; + gridX = (int)(pixelX /Map.PixelsToUnitSquares); + gridY = (int)(pixelY / Map.PixelsToUnitSquares); } //If the square isn't open then just damage whatever is there //TODO: A projectile must be deleted after this happens - else + //else { //theMap.damageSquare(gridX, gridY, damage); } } - */ //If it is not moving grid positions just increment pixelX and pixelY else { @@ -96,9 +99,15 @@ namespace CarFire /// /// The map X pixel position of the topLeft of the display /// The map Y pixel position of the topLeft of the display - public void Draw(SpriteBatch spriteBatch, int topLeftX, int topLeftY) + public void Draw(SpriteBatch spriteBatch) { - spriteBatch.Draw(projectileModel, new Vector2(topLeftX - pixelX, topLeftY - pixelY), null, Color.White, 0, new Vector2(0f, 0f), 1f, SpriteEffects.None, 0); + //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((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); } ///