+<<<<<<< .mine\r
+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 that will be spawned whenever a player or a monster fires.\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(TimeSpan timespan)\r
+ {\r
+ /*\r
+ //See if something moved onto this projectile.\r
+ if(theMap.isOpenSquare(gridX, gridY))\r
+ {\r
+ theMap.damageSquare(gridX, gridY, damage);\r
+ }\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) / Map.PixelsToUnitSquares) != gridX || (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares) != gridY)\r
+ {\r
+ bool open = theMap.IsCellOpen((int)((pixelX + velocity.X) /Map.PixelsToUnitSquares), (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares));\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
+ Console.WriteLine("pixelX:" + pixelX + " " + " pixelY: "+ pixelY);\r
+ pixelX += (int)velocity.X;\r
+ pixelY += (int)velocity.Y;\r
+ gridX = (int)(pixelX /Map.PixelsToUnitSquares);\r
+ gridY = (int)(pixelY / Map.PixelsToUnitSquares);\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 += (int)velocity.X;\r
+ pixelY += (int)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)\r
+ {\r
+ Console.WriteLine(gridX + " " + gridY);\r
+ Console.WriteLine(theMap.GetRectangleFromCoordinates(new Vector2(gridX, gridY)));\r
+ Rectangle position = theMap.GetRectangleFromCoordinates(new Vector2(gridX, gridY));\r
+ spriteBatch.Draw(projectileModel, position, Color.White);\r
+ //spriteBatch.Draw(projectileModel, new Vector2(40, 40), Color.White);\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 Map TheMap { get { return theMap; } set { theMap = value; } }\r
+ public int Damage { get { return damage; } set { damage = value; } }\r
+ }\r
+}\r
+=======\r
using System;\r
using System.Collections.Generic;\r
using System.Linq;\r
public int Damage { get { return damage; } set { damage = value; } }\r
}\r
}\r
+>>>>>>> .r83\r