X-Git-Url: https://git.brokenzipper.com/gitweb?a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FRanged.cs;fp=CarFire%2FCarFire%2FCarFire%2FHuman.cs;h=b859cd6246fc79a1b1632b5d156e6b3dedd55b74;hb=f31fe51445e412355ef197ea87da3b07f7fc1c70;hp=0d65d494a744cdfaf4b5a7e609af887431139200;hpb=b3adecad08c0bb066d6efe041835a9636a96b066;p=chaz%2Fcarfire
diff --git a/CarFire/CarFire/CarFire/Human.cs b/CarFire/CarFire/CarFire/Ranged.cs
similarity index 89%
rename from CarFire/CarFire/CarFire/Human.cs
rename to CarFire/CarFire/CarFire/Ranged.cs
index 0d65d49..b859cd6 100644
--- a/CarFire/CarFire/CarFire/Human.cs
+++ b/CarFire/CarFire/CarFire/Ranged.cs
@@ -9,7 +9,7 @@ using Microsoft.Xna.Framework.Input;
namespace CarFire
{
- public class Human : IPlayer
+ public class Ranged : IPlayer
{
//The number of frames between each projectile is spawned.
const int shootCoolDown = 18;
@@ -31,7 +31,7 @@ namespace CarFire
int mPlayerIndex;
- public Human(Game theGame, String Name, Point position, int playerIndex)
+ public Ranged(Game theGame, String Name, Point position, int playerIndex)
{
game = theGame;
CharName = Name;
@@ -85,7 +85,22 @@ namespace CarFire
/// 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 MovePlayer(TimeSpan timeSpan, List keysPressed)
+ 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);
@@ -107,15 +122,10 @@ namespace CarFire
{
mMotion.LockUpdate(timeSpan, moveLeft, moveRight, moveUp, moveDown);
}
-
-
- if (projectileCoolDown > 0)
- projectileCoolDown--;
- else if (projectileCoolDown == 0)
- {
- if (keysPressed.Contains(Keys.Space))
- {
- float velocityX = 0;
+ }
+ public void Attack()
+ {
+ float velocityX = 0;
float velocityY = 0;
int startX = Coordinates.X;
int startY = Coordinates.Y;
@@ -144,14 +154,9 @@ namespace CarFire
toShoot *= projectileSpeed;
projectileCoolDown = shootCoolDown;
game.State.mDisplay.AddProjectiles(new Projectile(game, projectileModel,
- toShoot, new Point(startX, startY), mPlayerIndex));
-
-
- }
- }
+ toShoot, new Point(startX, startY), mPlayerIndex, damage));
+
}
-
-
public void powerUp(int amount)
{
health += amount;