up,\r
down\r
};\r
- //The number of frames between each square movements\r
- const int moveCoolDown = 15;\r
//The number of frames between each projectile is spawned.\r
const int shootCoolDown = 10;\r
State state;\r
String CharName;\r
- Map theMap;\r
- int gridX;\r
- int gridY;\r
+ Game game;\r
Texture2D charModel;\r
Texture2D projectileModel;\r
int health;\r
int damage;\r
int range;\r
int score;\r
- \r
- //Used to smooth animations\r
- bool isMoving;\r
- float pixelX;\r
- float pixelY;\r
- int movementSteps;\r
- int movementCoolDown;\r
- float changeX;\r
- float changeY;\r
+\r
+ MovementManager mMotion;\r
\r
bool visible;\r
Display theDisplay;\r
int projectileCoolDown;\r
\r
\r
- public Human(Map _theMap, String Name, Texture2D model, Texture2D projectile, Display mDisplay)\r
+ public Human(Game theGame, String Name, Texture2D model, Texture2D projectile, Display mDisplay, Point position)\r
{\r
- theMap = _theMap;\r
+ game = theGame;\r
CharName = Name;\r
theDisplay = mDisplay;\r
health = 100;\r
charModel = model;\r
projectileModel = projectile;\r
projectileSpeed = 30;\r
- //The number of animation steps between each square movement.\r
- movementSteps = moveCoolDown -2;\r
- \r
+\r
+ // Speed is the number of grid cells you can move through per second.\r
+ mMotion = new MovementManager(position, 8.0f);\r
}\r
\r
public void LoadContent(ContentManager contentManager)\r
\r
}\r
\r
- public void UnloadContent()\r
- {\r
-\r
- }\r
\r
- public long Update(GameTime gameTime, NetworkManager networkGame)\r
+ public void Update(TimeSpan timeSpan)\r
{\r
- return 0;\r
-\r
}\r
/// <summary>\r
/// This method will draw a character to the screen.\r
/// </summary>\r
/// <param name="spriteBatch"></param>\r
- /// <returns></returns>\r
- public long Draw(SpriteBatch spriteBatch)\r
+ public void Draw(SpriteBatch spriteBatch)\r
{\r
- //If the sprite is moving there are still movement animations to do.\r
- if (isMoving && movementSteps > 0)\r
- {\r
- movementSteps--;\r
- pixelX = pixelX + changeX;\r
- pixelY = pixelY + changeY;\r
- Rectangle position3 = theMap.GetRectangleFromCoordinates(new Vector2(pixelX / Map.PixelsToUnitSquares, pixelY / Map.PixelsToUnitSquares));\r
- spriteBatch.Draw(charModel, position3, Color.White);\r
- }\r
- // If the sprite is not moving then just draw it.\r
- else\r
- {\r
- pixelX = gridX * Map.PixelsToUnitSquares;\r
- pixelY = gridY * Map.PixelsToUnitSquares;\r
- changeX = 0;\r
- changeY = 0;\r
- isMoving = false;\r
- movementSteps = moveCoolDown - 2;\r
- spriteBatch.Draw(charModel, theMap.GetRectangleFromCoordinates(gridX, gridY), Color.White);\r
- }\r
- return 0;\r
+ Rectangle position = game.State.Map.GetRectangleFromCoordinates(mMotion.Position);\r
+ spriteBatch.Draw(charModel, position, Color.White);\r
}\r
\r
- public int GridX { get { return gridX; } set { gridX = value; } }\r
- public int GridY { get { return gridY; } set { gridY = value; } }\r
- public float PixelX { get { return pixelX; } }\r
- public float PixelY { get { return pixelY; } }\r
public int Health { get { return health; } }\r
- public bool IsMoving { get { return isMoving; } }\r
public int Score { get { return score; } }\r
public bool alive { get { return health > 0; } }\r
\r
+ public Vector2 Position { get { return mMotion.Position; } }\r
+ public Point Coordinates { get { return mMotion.Coordinates; } }\r
+\r
public void causeDamageTo(int amount)\r
{\r
health -= amount;\r
/// that is being moved to is an open space.\r
/// </summary>\r
/// <param name="keysPressed">A general list of keys that are pressed. Other keys can be included but only direction keys will be used</param>\r
- public void MovePlayer(List<Keys> keysPressed)\r
+ public void MovePlayer(TimeSpan timeSpan, List<Keys> keysPressed)\r
{\r
- if(movementCoolDown > 0)\r
- movementCoolDown--;\r
- else if (movementCoolDown == 0)\r
+ bool moveLeft = keysPressed.Contains(Keys.Left);\r
+ bool moveRight = keysPressed.Contains(Keys.Right);\r
+ bool moveUp = keysPressed.Contains(Keys.Up);\r
+ bool moveDown = keysPressed.Contains(Keys.Down);\r
+ if (moveLeft)\r
+ state = State.left;\r
+ else if (moveRight)\r
+ state = State.right;\r
+ else if (moveUp)\r
+ state = State.up;\r
+ else if (moveDown)\r
+ state = State.down;\r
+\r
+ Point destination = MovementManager.GetNeighborCell(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown);\r
+ if (!keysPressed.Contains(Keys.LeftControl))\r
{\r
- // move upleft\r
- keysPressed.Contains<Keys>(Keys.Left);\r
- if (keysPressed.Contains<Keys>(Keys.Up) && keysPressed.Contains<Keys>(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY - 1))\r
- {\r
- pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
- pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
- gridX -= 1;\r
- gridY -= 1;\r
- movementCoolDown = moveCoolDown;\r
- isMoving = true;\r
- \r
- \r
- }\r
- // move upright\r
- else if (keysPressed.Contains<Keys>(Keys.Up) && keysPressed.Contains<Keys>(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY - 1))\r
- {\r
- pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
- pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
- gridX += 1;\r
- gridY -= 1;\r
- movementCoolDown = moveCoolDown;\r
- isMoving = true;\r
- \r
- \r
- }\r
- // move downleft\r
- else if (keysPressed.Contains<Keys>(Keys.Down) && keysPressed.Contains<Keys>(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY + 1))\r
- {\r
- pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
- pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
- gridX -= 1;\r
- gridY += 1;\r
- movementCoolDown = moveCoolDown;\r
- isMoving = true;\r
- \r
- }\r
- // move downright\r
- else if (keysPressed.Contains<Keys>(Keys.Down) && keysPressed.Contains<Keys>(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY + 1))\r
+ if (game.IsCellOpen(destination))\r
{\r
- pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
- pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
- gridX += 1;\r
- gridY += 1;\r
- movementCoolDown = moveCoolDown;\r
- isMoving = true;\r
- \r
+ mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown);\r
}\r
- // move up\r
- else if (keysPressed.Contains<Keys>(Keys.Up) && theMap.IsCellOpen(gridX, gridY - 1))\r
+ else\r
{\r
- pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
- pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
- state = State.up;\r
- gridY -= 1;\r
- movementCoolDown = moveCoolDown;\r
- isMoving = true;\r
- changeY = (float)(-Map.PixelsToUnitSquares / moveCoolDown);\r
- }\r
- // move down\r
- else if (keysPressed.Contains<Keys>(Keys.Down) && theMap.IsCellOpen(gridX, gridY + 1))\r
- {\r
- pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
- pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
- state = State.down;\r
- gridY += 1;\r
- movementCoolDown = moveCoolDown;\r
- isMoving = true;\r
- changeY = (float)(Map.PixelsToUnitSquares / moveCoolDown);\r
- }\r
- // move left\r
- else if (keysPressed.Contains<Keys>(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY))\r
- {\r
- pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
- pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
- state = State.left;\r
- gridX -= 1;\r
- movementCoolDown = moveCoolDown;\r
- isMoving = true;\r
- changeX = (float)(-Map.PixelsToUnitSquares / moveCoolDown);\r
- }\r
- // move right\r
- else if (keysPressed.Contains<Keys>(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY))\r
- {\r
- pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
- pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
- state = State.right;\r
- gridX += 1;\r
- movementCoolDown = moveCoolDown;\r
- isMoving = true;\r
- changeX = (float)(Map.PixelsToUnitSquares / moveCoolDown);\r
+ mMotion.Update(timeSpan);\r
}\r
}\r
+ else\r
+ {\r
+ mMotion.LockUpdate(timeSpan, moveLeft, moveRight, moveUp, moveDown);\r
+ }\r
+\r
+\r
if (projectileCoolDown > 0)\r
projectileCoolDown--;\r
else if (projectileCoolDown == 0)\r
{\r
if (keysPressed.Contains<Keys>(Keys.Space))\r
{\r
- //TODO spawn projectile... needs to be added to display though\r
+ float velocityX = 0;\r
+ float velocityY = 0;\r
+ int startX = Coordinates.X;\r
+ int startY = Coordinates.Y;\r
+ if (mMotion.Direction == Direction.Down || mMotion.Direction == Direction.LowerLeft || mMotion.Direction == Direction.LowerRight)\r
+ {\r
+ velocityY = 1;\r
+ startY = Coordinates.Y + 1;\r
+ }\r
+ else if (mMotion.Direction == Direction.Up || mMotion.Direction == Direction.UpperLeft || mMotion.Direction == Direction.UpperRight)\r
+ {\r
+ velocityY = -1;\r
+ startY = Coordinates.Y - 1;\r
+ }\r
+ if (mMotion.Direction == Direction.Right || mMotion.Direction == Direction.LowerRight || mMotion.Direction == Direction.UpperRight)\r
+ {\r
+ velocityX = 1;\r
+ startX = Coordinates.X + 1;\r
+ }\r
+ else if (mMotion.Direction == Direction.Left || mMotion.Direction == Direction.LowerLeft || mMotion.Direction == Direction.UpperLeft)\r
+ {\r
+ velocityX = -1;\r
+ startX = Coordinates.X - 1;\r
+ }\r
+ Vector2 toShoot = new Vector2(velocityX, velocityY);\r
+ toShoot.Normalize();\r
+ toShoot *= projectileSpeed;\r
+ projectileCoolDown = shootCoolDown;\r
+ theDisplay.AddProjectiles(new Projectile(game.State.Map, projectileModel,\r
+ toShoot, new Point(startX, startY)));\r
+\r
+ /*\r
if (state == State.up)\r
{\r
projectileCoolDown = shootCoolDown;\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(0, -projectileSpeed), GridX, GridY - 1));\r
+ theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,\r
+ new Vector2(0, -projectileSpeed), new Point(Coordinates.X, Coordinates.Y - 1)));\r
}\r
if (state == State.down)\r
{\r
projectileCoolDown = shootCoolDown;\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(0, projectileSpeed), GridX, GridY + 1));\r
+ theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,\r
+ new Vector2(0, projectileSpeed), new Point(Coordinates.X, Coordinates.Y + 1)));\r
}\r
if (state == State.right)\r
{\r
projectileCoolDown = shootCoolDown;\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(projectileSpeed, 0), GridX + 1, GridY));\r
+ theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,\r
+ new Vector2(projectileSpeed, 0), new Point (Coordinates.X + 1, Coordinates.Y)));\r
}\r
if (state == State.left)\r
{\r
projectileCoolDown = shootCoolDown;\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(-projectileSpeed, 0), GridX - 1, GridY));\r
+ theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,\r
+ new Vector2(-projectileSpeed, 0), new Point(Coordinates.X - 1, Coordinates.Y)));\r
}\r
+ */\r
}\r
}\r
}\r
\r
public void Spawn(Vector2 spawn)\r
{\r
- gridX = (int)spawn.X;\r
- gridY = (int)spawn.Y;\r
+ //gridX = (int)spawn.X;\r
+ //gridY = (int)spawn.Y;\r
visible = true;\r
}\r
\r