up,\r
down\r
};\r
- //Member Variables\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 movementSpeed;\r
- int gridX;\r
- int gridY;\r
Texture2D charModel;\r
Texture2D projectileModel;\r
int health;\r
int damage;\r
int range;\r
int score;\r
- bool isMoving;\r
- int pixelX;\r
- int pixelY;\r
+\r
+ MovementManager mMotion;\r
+\r
bool visible;\r
- int movementCoolDown;\r
Display theDisplay;\r
+\r
+ //Used to draw projectiles\r
int projectileSpeed;\r
+ int projectileCoolDown;\r
+ \r
\r
- public Human(Map _theMap, String Name, Texture2D model, Texture2D projectile, Display mDisplay)\r
+ public Human(Map _theMap, String Name, Texture2D model, Texture2D projectile, Display mDisplay, Point position)\r
{\r
theMap = _theMap;\r
CharName = Name;\r
theDisplay = mDisplay;\r
-\r
- movementSpeed = 12; // randomly set now\r
health = 100;\r
score = 0;\r
visible = false;\r
state = State.up;\r
charModel = model;\r
projectileModel = projectile;\r
- movementCoolDown = movementSpeed;\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
}\r
\r
public void LoadContent(ContentManager contentManager)\r
return 0;\r
\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
{\r
- spriteBatch.Draw(charModel, theMap.GetRectangleFromCoordinates(gridX, gridY), Color.White);\r
+ Rectangle position = theMap.GetRectangleFromCoordinates(mMotion.Position);\r
+ spriteBatch.Draw(charModel, position, Color.White);\r
return 0;\r
}\r
\r
- public int GridX { get { return gridX; } set { gridX = value; } }\r
- public int GridY { get { return gridY; } set { gridY = value; } }\r
public int Health { get { return health; } }\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 (theMap.IsCellOpen(destination))\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
- gridX -= 1;\r
- gridY -= 1;\r
- movementCoolDown = movementSpeed;\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
- gridX += 1;\r
- gridY -= 1;\r
- movementCoolDown = movementSpeed;\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
- gridX -= 1;\r
- gridY += 1;\r
- movementCoolDown = movementSpeed;\r
- }\r
- // move downright\r
- else if (keysPressed.Contains<Keys>(Keys.Down) && keysPressed.Contains<Keys>(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY + 1))\r
- {\r
- gridX += 1;\r
- gridY += 1;\r
- movementCoolDown = movementSpeed;\r
- }\r
- // move up\r
- else if (keysPressed.Contains<Keys>(Keys.Up) && theMap.IsCellOpen(gridX, gridY - 1))\r
- {\r
- state = State.up;\r
- gridY -= 1;\r
- movementCoolDown = movementSpeed;\r
- }\r
- // move down\r
- else if (keysPressed.Contains<Keys>(Keys.Down) && theMap.IsCellOpen(gridX, gridY + 1))\r
- {\r
- state = State.down;\r
- gridY += 1;\r
- movementCoolDown = movementSpeed;\r
- }\r
- // move left\r
- else if (keysPressed.Contains<Keys>(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY))\r
- {\r
- state = State.left;\r
- gridX -= 1;\r
- movementCoolDown = movementSpeed;\r
- }\r
- // move right\r
- else if (keysPressed.Contains<Keys>(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY))\r
- {\r
- state = State.right;\r
- gridX += 1;\r
- movementCoolDown = movementSpeed;\r
- }\r
+ mMotion.Update(timeSpan, moveLeft, moveRight, moveUp, moveDown);\r
}\r
- if (keysPressed.Contains<Keys>(Keys.Space))\r
+ else\r
{\r
- //TODO spawn projectile... needs to be added to display though\r
- if (state == State.up)\r
- {\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(0, -projectileSpeed), GridX, GridY));\r
- }\r
- if (state == State.down)\r
- {\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(0, projectileSpeed), GridX, GridY + 1));\r
- }\r
- if (state == State.right)\r
- {\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(projectileSpeed, 0), GridX +1, GridY));\r
- }\r
- if (state == State.left)\r
+ mMotion.Update(timeSpan);\r
+ }\r
+\r
+\r
+ if (projectileCoolDown > 0)\r
+ projectileCoolDown--;\r
+ else if (projectileCoolDown == 0)\r
+ {\r
+ if (keysPressed.Contains<Keys>(Keys.Space))\r
{\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(-projectileSpeed, 0), GridX, GridY));\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(theMap, 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,\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,\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,\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,\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