X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FProjectile.cs;h=a1d7f2779ccb7d8de22f23885d44817f4b2fdab8;hp=e9fd47b2cc95b06eb8b5cbc379a1728e48b1cda3;hb=e8ee0aa62a7e8b5dffa9e02c00c3e353a9e93b4c;hpb=65c7b1983e25cd16f2e00b83f23542854e8345af diff --git a/CarFire/CarFire/CarFire/Projectile.cs b/CarFire/CarFire/CarFire/Projectile.cs index e9fd47b..a1d7f27 100644 --- a/CarFire/CarFire/CarFire/Projectile.cs +++ b/CarFire/CarFire/CarFire/Projectile.cs @@ -15,7 +15,6 @@ namespace CarFire public class Projectile { //Member Variables - Map theMap; Vector2 velocity; Texture2D projectileModel; int damage; @@ -25,7 +24,11 @@ namespace CarFire //these will have to be transformed to the coordinate system that the drawable screen is using. int pixelX; int pixelY; - + MovementManager mMotion; + Point mPosition; + int mCharacterIndex; + Game mGame; + /// /// The Constructor for a projectile object. /// @@ -36,58 +39,40 @@ namespace CarFire /// The starting Y position in the map grid /// The absolute X pixel position on the map /// The absolute Y pixel position on the map - public Projectile(Map _currentMap, + public Projectile(Game theGame, Texture2D _projectileModel, Vector2 _velocity, - int _gridX, - int _gridY, - int _pixelX, - int _pixelY) + Point _position, + int characterNumber, + int _damage) + { - theMap = _currentMap; + mGame = theGame; + mCharacterIndex = characterNumber; projectileModel = _projectileModel; velocity = _velocity; - gridX = _gridX; - gridY = _gridY; - pixelX = _pixelX; - pixelY = _pixelY; + mPosition = _position; + damage = _damage; + // Speed is the number of grid cells you can move through per second. + mMotion = new MovementManager(mPosition, velocity.Length()); } - public void Update() + public void Update(TimeSpan timeSpan) { - //See if something moved onto this projectile. - if(theMap.IsCellOpen(gridX, gridY)) - { - //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) - { - bool open = theMap.IsCellOpen((pixelX + velocity.X) / theMap.gridToPixelRatio, (pixelY + velocity.Y) / Map.gridToPixelRatio); - //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) - { - pixelX += (int)velocity.X; - pixelY += (int)velocity.Y; - gridX = pixelX / theMap.gridToPixelRatio; - gridY = pixelY / theMap.gridToPixelRatio; - } - //If the square isn't open then just damage whatever is there - //TODO: A projectile must be deleted after this happens - else - { - //theMap.damageSquare(gridX, gridY, damage); - } - } - */ - //If it is not moving grid positions just increment pixelX and pixelY - else - { - pixelX += (int)velocity.X; - pixelY += (int)velocity.Y; - } + bool moveRight = false; + bool moveLeft = false; + bool moveUp = false; + bool moveDown = false; + if (velocity.X > 0) + moveRight = true; + else if (velocity.X < 0) + moveLeft = true; + if (velocity.Y > 0) + moveDown = true; + else if (velocity.Y < 0) + moveUp = true; + Point destination = MovementManager.GetNeighbor(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown); + mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown); + } /// @@ -96,9 +81,11 @@ 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); + Rectangle position = mGame.State.Map.GetRectangleFromCoordinates(mMotion.Position); + spriteBatch.Draw(projectileModel, position, Color.White); + } /// @@ -108,7 +95,9 @@ namespace CarFire public int GridY { get { return gridY; } set { gridY = value; } } public int PixelX { get { return pixelX; } set { pixelX = value; } } public int PixelY { get { return pixelY; } set { pixelY = value; } } - public Map TheMap { get { return theMap; } set { theMap = value; } } public int Damage { get { return damage; } set { damage = value; } } + public int CharacterIndex { get { return mCharacterIndex; } } + public Vector2 Position { get { return mMotion.Position; } } + public Point Coordinates { get { return mMotion.Coordinates; } } } }