//these will have to be transformed to the coordinate system that the drawable screen is using.\r
int pixelX;\r
int pixelY;\r
- \r
+ MovementManager mMotion;\r
+ Point mPosition;\r
+\r
/// <summary>\r
/// The Constructor for a projectile object.\r
/// </summary>\r
public Projectile(Map _currentMap,\r
Texture2D _projectileModel,\r
Vector2 _velocity,\r
- int _gridX,\r
- int _gridY,\r
- int _pixelX,\r
- int _pixelY)\r
+ Point _position)\r
+ \r
{\r
theMap = _currentMap;\r
projectileModel = _projectileModel;\r
velocity = _velocity;\r
- gridX = _gridX;\r
- gridY = _gridY;\r
- pixelX = _pixelX;\r
- pixelY = _pixelY;\r
+ mPosition = _position;\r
+ damage = 20;\r
+ // Speed is the number of grid cells you can move through per second.\r
+ mMotion = new MovementManager(mPosition, velocity.Length());\r
}\r
- public void Update()\r
+ public void Update(TimeSpan timeSpan)\r
{\r
- //See if something moved onto this projectile.\r
- if(theMap.IsCellOpen(gridX, gridY))\r
- {\r
- //theMap.damageSquare(gridX, gridY, damage);\r
- }\r
- //If the projectile will be moving to a new grid position we need to check to see if it is occupied.\r
- /*\r
- if ((int)((pixelX + velocity.X) / theMap.gridToPixelRatio) != gridX || (int)((pixelY + velocity.Y) / Map.gridToPixelRatio) != gridY)\r
- {\r
- bool open = theMap.IsCellOpen((pixelX + velocity.X) / theMap.gridToPixelRatio, (pixelY + velocity.Y) / Map.gridToPixelRatio);\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
- pixelX += (int)velocity.X;\r
- pixelY += (int)velocity.Y;\r
- gridX = pixelX / theMap.gridToPixelRatio;\r
- gridY = pixelY / theMap.gridToPixelRatio;\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
- */\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
+ bool moveRight = false;\r
+ bool moveLeft = false;\r
+ bool moveUp = false;\r
+ bool moveDown = false;\r
+ if (velocity.X > 0)\r
+ moveRight = true;\r
+ else if (velocity.X < 0)\r
+ moveLeft = true;\r
+ if (velocity.Y > 0)\r
+ moveDown = true;\r
+ else if (velocity.Y < 0)\r
+ moveUp = true;\r
+ Point destination = MovementManager.GetNeighborCell(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown);\r
+ mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown);\r
+ \r
\r
}\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, int topLeftX, int topLeftY)\r
+ public void Draw(SpriteBatch spriteBatch)\r
{\r
- spriteBatch.Draw(projectileModel, new Vector2(topLeftX - pixelX, topLeftY - pixelY), null, Color.White, 0, new Vector2(0f, 0f), 1f, SpriteEffects.None, 0);\r
+ Rectangle position = theMap.GetRectangleFromCoordinates(mMotion.Position);\r
+ spriteBatch.Draw(projectileModel, position, Color.White);\r
+ \r
}\r
\r
/// <summary>\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
+ public Vector2 Position { get { return mMotion.Position; } }\r
+ public Point Coordinates { get { return mMotion.Coordinates; } }\r
}\r
}\r