Beispiel #1
0
 public Pluto():base("Pluto",2.0, new Rectangle(0, -1500, Block.Width, 500), 2000, 1000000000000)
 {
     WeaponInfo info = new WeaponInfo();
     info.SetBase(this, double.MaxValue);
     info.SetBullet(100.0, 1.0, 7.5, 20.0);
     WEAPON.Add(new Whirl_Missile_Launcher(info, 2.0, 0.0, true));
     WEAPON.Add(new Whirl_Missile_Launcher(info, 2.0, 0.5 * Math.PI, true));
     WEAPON.Add(new Whirl_Missile_Launcher(info, 2.0, 1.0 * Math.PI, true));
     WEAPON.Add(new Whirl_Missile_Launcher(info, 2.0, 1.5 * Math.PI, true));
     info.SetBase(this, 2.0);
     info.SetBullet(50.0, 0.5, 15.0, 20.0);
     WEAPON.Add(new Whirl_Cannon(info, 0.0, false));
     WEAPON.Add(new Whirl_Cannon(info, 0.5 * Math.PI, false));
     WEAPON.Add(new Whirl_Cannon(info, 1.0 * Math.PI, false));
     WEAPON.Add(new Whirl_Cannon(info, 1.5 * Math.PI, false));
     info.SetBase(this, 2.0);
     info.SetBullet(10.0, 0.2, 20.0, 20.0);
     WEAPON.Add(new Whirl_Gun(info, 0.0, true));
     WEAPON.Add(new Whirl_Gun(info, 0.5 * Math.PI, true));
     WEAPON.Add(new Whirl_Gun(info, 1.0 * Math.PI, true));
     WEAPON.Add(new Whirl_Gun(info, 1.5 * Math.PI, true));
     info.SetBase(this, 2.0);
     info.SetBullet(20.0, 0.1, 30.0, 10.0);
     WEAPON.Add(new Gun(info));
     WEAPON.Add(new Strafe_Gun(info, 15.0 * Math.PI / 180.0, 2.0, 0.0));
     WEAPON.Add(new Cannon(info));
     WEAPON.Add(new Strafe_Cannon(info, 15.0 * Math.PI / 180.0, 2.0, Math.PI));
 }
Beispiel #2
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 public Mercury():base("Mercury",2.0,new Rectangle(0,-200,Block.Width,100),100.0,1000000)
 {
     WeaponInfo info = new WeaponInfo();
     info.SetBase(this, 5.0);
     info.SetBullet(20.0, 2.0, 3.0, 20.0);
     WEAPON.Add(new Gun(info));
     WEAPON.Add(new Strafe_Gun(info.SetFirePeriod(0.2).SetDamage(10.0), 45.0 * Math.PI / 180.0, 4.0));
 }
Beispiel #3
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 public Uranus()
     : base("Uranus", 2.0, new Rectangle(0, -800, Block.Width, 100), 1500.0, 20000000000)
 {
     WeaponInfo info = new WeaponInfo();
     info.SetBase(this, 3.0);
     info.SetBullet(100.0, 1.0, 7.5, 20.0);
     WEAPON.Add(new Strafe_Missile_Launcher(info, 3.5, 45.0 * Math.PI / 180.0, 3.0, 0.0));
     WEAPON.Add(new Strafe_Missile_Launcher(info, 3.5, 45.0 * Math.PI / 180.0, 3.0, 2.0 / 3.0 * Math.PI));
     WEAPON.Add(new Strafe_Missile_Launcher(info, 3.5, 45.0 * Math.PI / 180.0, 3.0, 4.0 / 3.0 * Math.PI));
 }
Beispiel #4
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 public Venus():base("Venus",2.0,new Rectangle(0,-300,Block.Width,100),500.0,10000000)
 {
     WeaponInfo info = new WeaponInfo();
     info.SetBase(this, 5.0);
     info.SetBullet(50.0, 2.0, 5.0, 20.0);
     WEAPON.Add(new Cannon(info));
     info.SetDamage(30.0).SetFirePeriod(0.25);
     WEAPON.Add(new Strafe_Gun(info, 30.0 * Math.PI / 180.0, 3.0, 0.0));
     WEAPON.Add(new Strafe_Gun(info, 30.0 * Math.PI / 180.0, 3.0, Math.PI));
 }
Beispiel #5
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 public Saturn():base("Saturn",2.0,new Rectangle(0, -700, Block.Width, 100),1250.0,5000000000)
 {
     WeaponInfo info = new WeaponInfo();
     info.SetBase(this, 3.5);
     info.SetBullet(10.0, 0.1, 7.5, 20.0);
     WEAPON.Add(new Strafe_Gun(info, 30.0 * Math.PI / 180.0, 3.0, 0.0));
     WEAPON.Add(new Strafe_Gun(info, 30.0 * Math.PI / 180.0, 3.0, 2.0 / 3.0 * Math.PI));
     WEAPON.Add(new Strafe_Gun(info, 30.0 * Math.PI / 180.0, 3.0, 4.0 / 3.0 * Math.PI));
     info.SetDamage(200.0).SetFirePeriod(5.0);
     info.SetBulletSpeed(5.0);
     WEAPON.Add(new Missile_Launcher(info, 4.0));
 }
Beispiel #6
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 public Earth()
     : base("Earth", 2.0, new Rectangle(0, -400, Block.Width, 100), 600.0, 50000000)
 {
     WeaponInfo info = new WeaponInfo();
     info.SetBase(this, 4.5);
     info.SetBullet(50.0, 0.5, 7.5, 20.0);
     WEAPON.Add(new Strafe_Cannon(info, 30.0 * Math.PI / 180.0, 3.0, 0.0));
     WEAPON.Add(new Strafe_Cannon(info, 30.0 * Math.PI / 180.0, 3.0, Math.PI));
     info.SetDamage(30.0).SetFirePeriod(0.1);
     info.SetBulletSpeed(7.5);
     info.TurnAroundPeriod = 2.5;
     WEAPON.Add(new Whirl_Gun(info, 0, true));
 }
Beispiel #7
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 public Jupiter():base("Jupiter",2.0,new Rectangle(0, -600, Block.Width, 100), 1000.0, 1000000000)
 {
     WeaponInfo info = new WeaponInfo();
     info.SetBase(this, 3.5);
     info.SetBullet(7.5, 0.1, 7.5, 20.0);
     WEAPON.Add(new Strafe_Gun(info, 30.0 * Math.PI / 180.0, 3.0, 0.0));
     WEAPON.Add(new Strafe_Gun(info, 30.0 * Math.PI / 180.0, 3.0, 2.0 / 3.0 * Math.PI));
     WEAPON.Add(new Strafe_Gun(info, 30.0 * Math.PI / 180.0, 3.0, 4.0 / 3.0 * Math.PI));
     info.SetDamage(200.0).SetFirePeriod(1.0);
     info.SetBulletSpeed(10.0);
     WEAPON.Add(new Whirl_Cannon(info, 0.0, true));
     WEAPON.Add(new Whirl_Cannon(info, 2.0 / 3.0 * Math.PI, true));
     WEAPON.Add(new Whirl_Cannon(info, 4.0 / 3.0 * Math.PI, true));
 }
Beispiel #8
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 public Neptune()
     : base("Neptune", 2.0, new Rectangle(0, -900, Block.Width, 100), 1750, 100000000000)
 {
     WeaponInfo info = new WeaponInfo();
     info.SetBase(this, 3.0);
     info.SetBullet(100.0, 1.5, 7.5, 20.0);
     WEAPON.Add(new Whirl_Missile_Launcher(info, 2.0, 0.0, true));
     WEAPON.Add(new Whirl_Missile_Launcher(info, 2.0, 2.0 * Math.PI / 3.0, true));
     WEAPON.Add(new Whirl_Missile_Launcher(info, 2.0, 4.0 * Math.PI / 3.0, true));
     info.SetBase(this, 3.0);
     info.SetBullet(50.0, 0.5, 15.0, 20.0);
     WEAPON.Add(new Whirl_Cannon(info, 0.0, false));
     WEAPON.Add(new Whirl_Cannon(info, 2.0 * Math.PI / 3.0, false));
     WEAPON.Add(new Whirl_Cannon(info, 4.0 * Math.PI / 3.0, false));
 }
 public Missile_Launcher(WeaponInfo info, double gyrationradius, double adjustangle = 0.0)
     : this(info.Parent, info.TurnAroundPeriod, info.BulletSpeed, info.FirePeriod, info.Damage, info.Endurance, gyrationradius, adjustangle)
 {
 }
 public Whirl_Cannon(WeaponInfo info, double initialangle, bool clockwise)
     : this(info.Parent, info.TurnAroundPeriod, info.BulletSpeed, info.FirePeriod, info.Damage, info.Endurance, initialangle, clockwise)
 {
 }
Beispiel #11
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 public Weapon(WeaponInfo info, Bitmap image, WeaponType type, double adjustangle = 0.0)
     : this(info.Parent, image, info.TurnAroundPeriod, info.BulletSpeed, info.FirePeriod, info.Damage, info.Endurance, type, adjustangle)
 {
 }
 public Whirl_Missile_Launcher(WeaponInfo info, double gyrationradius, double initialangle, bool clockwise)
     : this(info.Parent, info.TurnAroundPeriod, info.BulletSpeed, info.FirePeriod, info.Damage, info.Endurance, gyrationradius, initialangle, clockwise)
 {
 }
Beispiel #13
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 public Cannon_Set(WeaponInfo info, int count, double interval)
     : this(info.Parent, info.TurnAroundPeriod, info.BulletSpeed, info.FirePeriod, info.Damage, info.Endurance, count, interval)
 {
 }
Beispiel #14
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 public Cannon(WeaponInfo info, double adjustangle = 0.0)
     : this(info.Parent, info.TurnAroundPeriod, info.BulletSpeed, info.FirePeriod, info.Damage, info.Endurance, adjustangle)
 {
 }
Beispiel #15
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 public Strafe_Gun(WeaponInfo info, double strafedis, double strafeperiod, double initialstrafeangle = double.MaxValue)
     : this(info.Parent, info.TurnAroundPeriod, info.BulletSpeed, info.FirePeriod, info.Damage, info.Endurance, strafedis, strafeperiod,initialstrafeangle)
 {
 }
 public Missile_Launcher_Set(WeaponInfo info, double gyrationradius, int count, double interval)
     : this(info.Parent, info.TurnAroundPeriod, info.BulletSpeed, info.FirePeriod, info.Damage, info.Endurance, gyrationradius, count, interval)
 {
 }
 public Strafe_Missile_Launcher(WeaponInfo info, double gyrationradius, double strafedis, double strafeperiod,double initialstrafeangle=double.MaxValue)
     : this(info.Parent, info.TurnAroundPeriod, info.BulletSpeed, info.FirePeriod, info.Damage, info.Endurance, gyrationradius, strafedis, strafeperiod,initialstrafeangle)
 {
 }