X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FRanged.cs;h=4121f94129fffc4e568fc850dad6fce21f24de53;hp=b859cd6246fc79a1b1632b5d156e6b3dedd55b74;hb=0483d0578f0d160ea3e80bae57d4a3ba2b061d35;hpb=f31fe51445e412355ef197ea87da3b07f7fc1c70 diff --git a/CarFire/CarFire/CarFire/Ranged.cs b/CarFire/CarFire/CarFire/Ranged.cs index b859cd6..4121f94 100644 --- a/CarFire/CarFire/CarFire/Ranged.cs +++ b/CarFire/CarFire/CarFire/Ranged.cs @@ -9,142 +9,75 @@ using Microsoft.Xna.Framework.Input; namespace CarFire { - public class Ranged : IPlayer + public class Ranged : Player { + #region Member Variables //The number of frames between each projectile is spawned. const int shootCoolDown = 18; - String CharName; - Game game; + const int baseHealth = 100; + const int baseDamage = 20; Texture2D charModel; Texture2D projectileModel; - int health; - int damage; - int range; - int score; - - MovementManager mMotion; - bool visible; //Used to draw projectiles + const int baseProjectileSpeed = 18; int projectileSpeed; int projectileCoolDown; - int mPlayerIndex; - + #endregion + #region Public Methods public Ranged(Game theGame, String Name, Point position, int playerIndex) + : base(theGame, Name, position, playerIndex, baseHealth, baseDamage) { - game = theGame; - CharName = Name; - health = 100; - score = 0; - visible = false; - projectileSpeed = 8; - mPlayerIndex = playerIndex; - - // Speed is the number of grid cells you can move through per second. - mMotion = new MovementManager(position, 4.0f); + projectileSpeed = baseProjectileSpeed; } + #endregion - public void LoadContent(ContentManager contentManager) + #region Overridden Methods From Player + public override void LoadContent(ContentManager contentManager) { charModel = contentManager.Load("cs"); //change to charModel when designed projectileModel = contentManager.Load("projectile"); //change to a projectile model later } - - - public void Update(TimeSpan timeSpan) - { - } /// /// This method will draw a character to the screen. /// /// - public void Draw(SpriteBatch spriteBatch) + public override void Draw(SpriteBatch spriteBatch) { - Rectangle position = game.State.Map.GetRectangleFromCoordinates(mMotion.Position); + Rectangle position = Game.State.Map.GetRectangleFromCoordinates(Motion.Position); spriteBatch.Draw(charModel, position, Color.White); } - public int Health { get { return health; } } - public int Score { get { return score; } } - public bool alive { get { return health > 0; } } - - public Vector2 Position { get { return mMotion.Position; } } - public Point Coordinates { get { return mMotion.Coordinates; } } - - public void causeDamageTo(int amount) + public override void Attack(List keysPressed) { - health -= amount; - } - - /// - /// Moves the current player being controlled based on a given set of key presses. - /// The player can only move one grid space per movePlayer call. Thus this method - /// is made to be called ever update. The player will only move if the grid space - /// that is being moved to is an open space. - /// - /// A general list of keys that are pressed. Other keys can be included but only direction keys will be used - public void UpdateInput(TimeSpan timeSpan, List keysPressed) - { - - UpdatePosition(timeSpan, keysPressed); - if (projectileCoolDown > 0) projectileCoolDown--; else if (projectileCoolDown == 0) { if (keysPressed.Contains(Keys.Space)) { - Attack(); - } - } - } - public void UpdatePosition(TimeSpan timeSpan, List keysPressed) - { - bool moveLeft = keysPressed.Contains(Keys.Left); - bool moveRight = keysPressed.Contains(Keys.Right); - bool moveUp = keysPressed.Contains(Keys.Up); - bool moveDown = keysPressed.Contains(Keys.Down); - Point destination = MovementManager.GetNeighborCell(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown); - if (!keysPressed.Contains(Keys.LeftControl)) - { - if (game.IsCellOpen(destination)) - { - mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown); - } - else - { - mMotion.Update(timeSpan); - } - } - else - { - mMotion.LockUpdate(timeSpan, moveLeft, moveRight, moveUp, moveDown); - } - } - public void Attack() - { - float velocityX = 0; + float velocityX = 0; float velocityY = 0; int startX = Coordinates.X; int startY = Coordinates.Y; - if (mMotion.Direction == Direction.Down || mMotion.Direction == Direction.LowerLeft || mMotion.Direction == Direction.LowerRight) + if (Motion.Direction == Direction.Down || Motion.Direction == Direction.LowerLeft || Motion.Direction == Direction.LowerRight) { velocityY = 1; startY = Coordinates.Y + 1; } - else if (mMotion.Direction == Direction.Up || mMotion.Direction == Direction.UpperLeft || mMotion.Direction == Direction.UpperRight) + else if (Motion.Direction == Direction.Up || Motion.Direction == Direction.UpperLeft || Motion.Direction == Direction.UpperRight) { velocityY = -1; startY = Coordinates.Y - 1; } - if (mMotion.Direction == Direction.Right || mMotion.Direction == Direction.LowerRight || mMotion.Direction == Direction.UpperRight) + if (Motion.Direction == Direction.Right || Motion.Direction == Direction.LowerRight || Motion.Direction == Direction.UpperRight) { velocityX = 1; startX = Coordinates.X + 1; } - else if (mMotion.Direction == Direction.Left || mMotion.Direction == Direction.LowerLeft || mMotion.Direction == Direction.UpperLeft) + else if (Motion.Direction == Direction.Left || Motion.Direction == Direction.LowerLeft || Motion.Direction == Direction.UpperLeft) { velocityX = -1; startX = Coordinates.X - 1; @@ -153,21 +86,22 @@ namespace CarFire toShoot.Normalize(); toShoot *= projectileSpeed; projectileCoolDown = shootCoolDown; - game.State.mDisplay.AddProjectiles(new Projectile(game, projectileModel, - toShoot, new Point(startX, startY), mPlayerIndex, damage)); + Game.State.mProjectiles.Add(new Projectile(Game, projectileModel, + toShoot, new Point(startX, startY), PlayerIndex, Damage)); + } + } + } - public void powerUp(int amount) + public override void PlayAttackSound() { - health += amount; - } - public void Spawn(Vector2 spawn) + } + public override void PlayDieSound() { - //gridX = (int)spawn.X; - //gridY = (int)spawn.Y; - visible = true; + } + #endregion }