Ejemplo n.º 1
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 public Ranger(GSprite sprite, int maxHealth = -1, int interactionDamage = 0, int speed = 400, CollisionNature collisionNature = CollisionNature.KnockBack, Weapon mainweapon = null, int saferange = 300) : base(sprite, maxHealth, interactionDamage, speed, collisionNature, mainweapon)
 {
     safeRange = saferange + EventHandler.rand.Next(-100, 100);
 }
Ejemplo n.º 2
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 public EnemieType(GSprite sprite, int maxHealth = -1, int interactionDamage = 0, int speed = 400, CollisionNature collisionNature = CollisionNature.KnockBack, Weapon mainweapon = null) : base(sprite, maxHealth, interactionDamage, speed, collisionNature, mainweapon)
 {
 }
Ejemplo n.º 3
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 public Bullet(GSprite sprite, CollisionNature collisionNature = CollisionNature.Free, float BulletSpeed = 1500, float Damage = 20) : base(sprite, CollisionNature.Free)
 {
     _BulletSpeed = BulletSpeed;
     _damage      = Damage;
 }
Ejemplo n.º 4
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 public GObject(GSprite sprite, CollisionNature collisionNature = CollisionNature.Stable)
 {
     _pos             = sprite.getPosition();
     _sprite          = sprite;
     _collisionNature = collisionNature;
 }
Ejemplo n.º 5
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 public EndObject(GSprite sprite, CollisionNature collisionNature = CollisionNature.Stable) : base(sprite, collisionNature)
 {
 }
Ejemplo n.º 6
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 public Shop(GSprite sprite, CollisionNature collisionNature = CollisionNature.Stable) : base(sprite, collisionNature)
 {
 }
Ejemplo n.º 7
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 //By default, the entities are set as invulnerable if the max health is not changed
 //Interaction damage is used when entities interact, as long as they both use damage, interaction damage is
 //subtracted from the other entity
 public Entity(GSprite sprite, int maxHealth = -1, int interactionDamage = 0, int speed = 400, CollisionNature collisionNature = CollisionNature.KnockBack, Weapon mainweapon = null
               ) : base(sprite, collisionNature)
 {
     if (maxHealth < 0)
     {
         damage = false;
     }
     else
     {
         damage = true;
     }
     _maxHealth     = maxHealth;
     _curHealth     = maxHealth;
     _intDamage     = interactionDamage;
     _movementSpeed = speed;
     direction      = (CollisionHandler.Direction)EventHandler.rand.Next(0, 4);
     _mainweapon    = mainweapon;
 }