{\r
#region Member variables\r
//The number of frames between each projectile is spawned.\r
- const float basePlayerSpeed = 4.0f;\r
+ const float basePlayerSpeed = 8.0f;\r
const int shootCoolDown = 18;\r
String CharName;\r
Game game;\r
mPlayerIndex = playerIndex;\r
\r
// Speed is the number of grid cells you can move through per second.\r
- mMotion = new MovementManager(position, 25.0f);\r
+ mMotion = new MovementManager(position, basePlayerSpeed);\r
}\r
public void causeDamageTo(int amount)\r
{\r
}\r
}\r
\r
- if (direction != Direction.None && !keysPressed.Contains(Keys.LeftControl)) mMotion.Update(timeSpan, direction);\r
+ if (direction != Direction.None && !keysPressed.Contains(Keys.LeftControl)) \r
+ mMotion.Update(timeSpan, direction);\r
else mMotion.LockUpdate(timeSpan, moveLeft, moveRight, moveUp, moveDown);\r
}\r
\r
Texture2D projectileModel;\r
\r
//Used to draw projectiles\r
+ const int baseProjectileSpeed = 18;\r
int projectileSpeed;\r
int projectileCoolDown;\r
#endregion\r
public Ranged(Game theGame, String Name, Point position, int playerIndex)\r
: base(theGame, Name, position, playerIndex, baseHealth, baseDamage)\r
{\r
- projectileSpeed = 8;\r
+ projectileSpeed = baseProjectileSpeed;\r
}\r
#endregion\r
\r