]> Dogcows Code - chaz/carfire/commitdiff
Initial commit. Basic infrastructure done.
authorKyle <Kyle@92bb83a3-7c8f-8a45-bc97-515c4e399668>
Tue, 13 Apr 2010 02:25:17 +0000 (02:25 +0000)
committerKyle <Kyle@92bb83a3-7c8f-8a45-bc97-515c4e399668>
Tue, 13 Apr 2010 02:25:17 +0000 (02:25 +0000)
git-svn-id: https://bd85.net/svn/cs3505_group@66 92bb83a3-7c8f-8a45-bc97-515c4e399668

CarFire/CarFire/CharacterTestBed/Projectile.cs [new file with mode: 0644]

diff --git a/CarFire/CarFire/CharacterTestBed/Projectile.cs b/CarFire/CarFire/CharacterTestBed/Projectile.cs
new file mode 100644 (file)
index 0000000..a49476c
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@@ -0,0 +1,112 @@
+using System;\r
+using System.Collections.Generic;\r
+using System.Linq;\r
+using System.Text;\r
+using Microsoft.Xna.Framework;\r
+using Microsoft.Xna.Framework.Content;\r
+using Microsoft.Xna.Framework.Graphics;\r
+using Microsoft.Xna.Framework.Input;\r
+\r
+namespace CarFire\r
+{\r
+    /// <summary>\r
+    /// This class represents a projectile object.\r
+    /// </summary>\r
+    public class Projectile\r
+    {\r
+        //Member Variables\r
+        Map theMap;\r
+        Vector2 velocity;\r
+        Texture2D projectileModel;\r
+        int damage;\r
+        int gridX;\r
+        int gridY;\r
+        //The pixel position should be the pixel position on the map.  When a projectile is drawn\r
+        //these will have to be transformed to the coordinate system that the drawable screen is using.\r
+        int pixelX;\r
+        int pixelY;\r
+   \r
+        /// <summary>\r
+        /// The Constructor for a projectile object.\r
+        /// </summary>\r
+        /// <param name="_currentMap">The map that this character will interact with</param>\r
+        /// <param name="_projectileModel">The model for this projectile</param>\r
+        /// <param name="_velocity">How fast the projectile moves</param>\r
+        /// <param name="_gridX">The starting X position in the map grid</param>\r
+        /// <param name="_gridY">The starting Y position in the map grid</param>\r
+        /// <param name="_pixelX">The absolute X pixel position on the map</param>\r
+        /// <param name="_pixelY"> The absolute Y pixel position on the map</param>\r
+        public Projectile(Map _currentMap,\r
+                            Texture2D _projectileModel,\r
+                            Vector2 _velocity,\r
+                            int _gridX,\r
+                            int _gridY,\r
+                            int _pixelX,\r
+                            int _pixelY)\r
+        {\r
+            theMap = _currentMap;\r
+            projectileModel = _projectileModel;\r
+            velocity = _velocity;\r
+            gridX = _gridX;\r
+            gridY = _gridY;\r
+            pixelX = _pixelX;\r
+            pixelY = _pixelY;\r
+        }\r
+        public void Update()\r
+        {\r
+            //See if something moved onto this projectile.\r
+            if(theMap.isOpenSquare(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
+            if ((int)((pixelX + velocity.X) / theMap.gridToPixelRatio) != gridX || (int)((pixelY + velocity.Y) / Map.gridToPixelRatio) != gridY)\r
+            {\r
+                bool open = theMap.isOpenSquare((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 += velocity.X;\r
+                    pixelY += 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
+            //If it is not moving grid positions just increment pixelX and pixelY\r
+            else\r
+            {\r
+                pixelX += velocity.X;\r
+                pixelY += velocity.Y;\r
+            }\r
+            \r
+        }\r
+        /// <summary>\r
+        /// This method will draw a projectile to the screen\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
+        {\r
+            spriteBatch.Draw(projectileModel, new Vector2(topLeftX - pixelX, topLeftY - pixelY), null, Color.White, 0, new Vector2(0f, 0f), 1f, SpriteEffects.None, 0);\r
+        }\r
+\r
+        /// <summary>\r
+        /// Basic getters and setters\r
+        /// </summary>\r
+        public int GridX { get { return gridX; } set { gridX = value; } }\r
+        public int GridY { get { return gridY; } set { gridY = value; } }\r
+        public int PixelX { get { return pixelX; } set { pixelX = value; } }\r
+        public int PixelY { get { return pixelY; } set { pixelY = value; } }\r
+        public int Health { get { return health; } set { health = value; } }\r
+        public Map TheMap { get { return theMap; } set { theMap = value; } }\r
+    }\r
+}\r
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