]> Dogcows Code - chaz/carfire/commitdiff
git-svn-id: https://bd85.net/svn/cs3505_group@84 92bb83a3-7c8f-8a45-bc97-515c4e399668
authorKyle <Kyle@92bb83a3-7c8f-8a45-bc97-515c4e399668>
Thu, 15 Apr 2010 03:41:02 +0000 (03:41 +0000)
committerKyle <Kyle@92bb83a3-7c8f-8a45-bc97-515c4e399668>
Thu, 15 Apr 2010 03:41:02 +0000 (03:41 +0000)
CarFire/CarFire/CarFire/Projectile.cs

index e9fd47b2cc95b06eb8b5cbc379a1728e48b1cda3..c9cce9b14b60d8c131ec744c4aa68ffac092b9fc 100644 (file)
@@ -1,3 +1,124 @@
+<<<<<<< .mine\r
+using System;\r
+using System.Collections.Generic;\r
+using System.Linq;\r
+using System.Text;\r
+using Microsoft.Xna.Framework;\r
+using Microsoft.Xna.Framework.Content;\r
+using Microsoft.Xna.Framework.Graphics;\r
+using Microsoft.Xna.Framework.Input;\r
+\r
+namespace CarFire\r
+{\r
+    /// <summary>\r
+    /// This class represents a projectile object that will be spawned whenever a player or a monster fires.\r
+    /// </summary>\r
+    public class Projectile\r
+    {\r
+        //Member Variables\r
+        Map theMap;\r
+        Vector2 velocity;\r
+        Texture2D projectileModel;\r
+        int damage;\r
+        int gridX;\r
+        int gridY;\r
+        //The pixel position should be the pixel position on the map.  When a projectile is drawn\r
+        //these will have to be transformed to the coordinate system that the drawable screen is using.\r
+        int pixelX;\r
+        int pixelY;\r
+   \r
+        /// <summary>\r
+        /// The Constructor for a projectile object.\r
+        /// </summary>\r
+        /// <param name="_currentMap">The map that this character will interact with</param>\r
+        /// <param name="_projectileModel">The model for this projectile</param>\r
+        /// <param name="_velocity">How fast the projectile moves</param>\r
+        /// <param name="_gridX">The starting X position in the map grid</param>\r
+        /// <param name="_gridY">The starting Y position in the map grid</param>\r
+        /// <param name="_pixelX">The absolute X pixel position on the map</param>\r
+        /// <param name="_pixelY"> The absolute Y pixel position on the map</param>\r
+        public Projectile(Map _currentMap,\r
+                            Texture2D _projectileModel,\r
+                            Vector2 _velocity,\r
+                            int _gridX,\r
+                            int _gridY,\r
+                            int _pixelX,\r
+                            int _pixelY)\r
+        {\r
+            theMap = _currentMap;\r
+            projectileModel = _projectileModel;\r
+            velocity = _velocity;\r
+            gridX = _gridX;\r
+            gridY = _gridY;\r
+            pixelX = _pixelX;\r
+            pixelY = _pixelY;\r
+        }\r
+        public void Update(TimeSpan timespan)\r
+        {\r
+            /*\r
+            //See if something moved onto this projectile.\r
+            if(theMap.isOpenSquare(gridX, gridY))\r
+            {\r
+                theMap.damageSquare(gridX, gridY, damage);\r
+            }\r
+             */\r
+            //If the projectile will be moving to a new grid position we need to check to see if it is occupied.\r
+            if ((int)((pixelX + velocity.X) / Map.PixelsToUnitSquares) != gridX || (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares) != gridY)\r
+            {\r
+                bool open = theMap.IsCellOpen((int)((pixelX + velocity.X) /Map.PixelsToUnitSquares), (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares));\r
+                //If open just move this projectile there\r
+                //***Map doesn't need to know that this projectile is there because players/monsters are allowed\r
+                // to move into the path of projectiles.\r
+                if (open)\r
+                {\r
+                Console.WriteLine("pixelX:" + pixelX + " " + " pixelY: "+ pixelY);\r
+                    pixelX += (int)velocity.X;\r
+                    pixelY += (int)velocity.Y;\r
+                    gridX = (int)(pixelX /Map.PixelsToUnitSquares);\r
+                    gridY = (int)(pixelY / Map.PixelsToUnitSquares);\r
+                }\r
+                //If the square isn't open then just damage whatever is there\r
+                //TODO: A projectile must be deleted after this happens\r
+                //else\r
+                {\r
+                    //theMap.damageSquare(gridX, gridY, damage);\r
+                }\r
+            }\r
+            //If it is not moving grid positions just increment pixelX and pixelY\r
+            else\r
+            {\r
+                pixelX += (int)velocity.X;\r
+                pixelY += (int)velocity.Y;\r
+            }\r
+            \r
+        }\r
+        /// <summary>\r
+        /// This method will draw a projectile to the screen\r
+        /// </summary>\r
+        /// <param name="spriteBatch"></param>\r
+        /// <param name="topLeftX">The map X pixel position of the topLeft of the display</param>\r
+        /// <param name="topLeftY">The map Y pixel position of the topLeft of the display</param>\r
+        public void Draw(SpriteBatch spriteBatch)\r
+        {\r
+            Console.WriteLine(gridX + " " + gridY);\r
+            Console.WriteLine(theMap.GetRectangleFromCoordinates(new Vector2(gridX, gridY)));\r
+            Rectangle position = theMap.GetRectangleFromCoordinates(new Vector2(gridX, gridY));\r
+            spriteBatch.Draw(projectileModel, position, Color.White);\r
+            //spriteBatch.Draw(projectileModel, new Vector2(40, 40), Color.White);\r
+        }\r
+\r
+        /// <summary>\r
+        /// Basic getters and setters\r
+        /// </summary>\r
+        public int GridX { get { return gridX; } set { gridX = value; } }\r
+        public int GridY { get { return gridY; } set { gridY = value; } }\r
+        public int PixelX { get { return pixelX; } set { pixelX = value; } }\r
+        public int PixelY { get { return pixelY; } set { pixelY = value; } }\r
+        public Map TheMap { get { return theMap; } set { theMap = value; } }\r
+        public int Damage { get { return damage; } set { damage = value; } }\r
+    }\r
+}\r
+=======\r
 using System;\r
 using System.Collections.Generic;\r
 using System.Linq;\r
@@ -112,3 +233,4 @@ namespace CarFire
         public int Damage { get { return damage; } set { damage = value; } }\r
     }\r
 }\r
+>>>>>>> .r83\r
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