const int shootCoolDown = 10;\r
State state;\r
String CharName;\r
- Map theMap;\r
+ Game game;\r
Texture2D charModel;\r
Texture2D projectileModel;\r
int health;\r
int projectileCoolDown;\r
\r
\r
- public Human(Map _theMap, String Name, Texture2D model, Texture2D projectile, Display mDisplay, Point position)\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
projectileSpeed = 30;\r
\r
// Speed is the number of grid cells you can move through per second.\r
- mMotion = new MovementManager(position, 5.0f);\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
- Rectangle position = theMap.GetRectangleFromCoordinates(mMotion.Position);\r
+ Rectangle position = game.State.Map.GetRectangleFromCoordinates(mMotion.Position);\r
spriteBatch.Draw(charModel, position, Color.White);\r
- return 0;\r
}\r
\r
public int Health { get { return health; } }\r
Point destination = MovementManager.GetNeighborCell(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown);\r
if (!keysPressed.Contains(Keys.LeftControl))\r
{\r
- if (theMap.IsCellOpen(destination))\r
+ if (game.IsCellOpen(destination))\r
{\r
mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown);\r
}\r
toShoot.Normalize();\r
toShoot *= projectileSpeed;\r
projectileCoolDown = shootCoolDown;\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,\r
+ theDisplay.AddProjectiles(new Projectile(game.State.Map, projectileModel,\r
toShoot, new Point(startX, startY)));\r
\r
/*\r