protected bool[] drawFlagArray;     //indicates whether to draw each individual sprite;

        /// <summary>
        /// 
        /// </summary>
        /// <param name="ProjectilePath">Points to move through in the grid</param>
        /// <param name="EffectList">Effects to take on each target hit.</param>
        /// <param name="ProjectileAnimations">The animations that will play as this projectile flies.</param>
        /// <param name="ImpactSprite">Sprite while plays once when the projectile hits a target.</param>
        /// <param name="Caster">Originator of the projectile.</param>
        /// <param name="targetEnemies">Chooses whether this projectile will hit enemies</param>
        /// <param name="targetFriendlies">Chooses whether this projectile will hit people on the same team</param>
        /// <param name="DamageFalloff">Ratio by which to reduce each effect each time a target is hit. (multiplies by 1-damageFalloff)</param>
        /// <param name="DurationFalloff">Ratio by which to reduce each effect duration each time a target is hit. (multiplies by 1-durationFalloff</param>
        public SpaceProjectile(List<Vector2> ProjectilePath, AbilityEffect[] EffectList, Sprite[] ProjectileAnimations,
                               Sprite ImpactSprite, Person Caster = null, bool targetEnemies = true, bool targetFriendlies = false, 
                               float DamageFalloff = 0, float DurationFalloff = 0)
            : base(EffectList, ProjectileAnimations, ImpactSprite, Caster, targetEnemies, targetFriendlies, DamageFalloff, DurationFalloff)
        {
            Path = ProjectilePath;
        }
Ejemplo n.º 2
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        protected bool deleteFlag = false;             //Indicates to the owning space whether this projectile is ready to be deleted.
#endregion
        
#region Setup
        /// <summary>
        /// Constructs a projectile to carry Ability Effects across the screen.
        /// </summary>
        /// <param name="EffectList">Effects to take on each target hit.</param>
        /// <param name="ProjectileAnimations">The animations that will play as this projectile flies.</param>
        /// <param name="ImpactSprite">Sprite while plays once when the projectile hits a target.</param>
        /// <param name="Caster">Originator of the projectile.</param>
        /// <param name="DamageFalloff">Ratio by which to reduce each effect each time a target is hit. (multiplies by 1-damageFalloff)</param>
        /// <param name="DurationFalloff">Ratio by which to reduce each effect duration each time a target is hit. (multiplies by 1-durationFalloff)</param>
        /// <param name="targetEnemies">Chooses whether this projectile will hit enemies.</param>
        /// <param name="targetFriendlies">Chooses whether this projectile will hit people on the same team</param>
        public Projectile(AbilityEffect[] EffectList, Sprite[] ProjectileAnimations, Sprite ImpactSprite, Person Caster = null, bool targetEnemies = true, bool targetFriendlies = false, float DamageFalloff = 0, float DurationFalloff = 0)
        {
            effects = EffectList;
            projectileAnimations = ProjectileAnimations;
            impactSprite = ImpactSprite;
            caster = Caster;
            damageFalloff = DamageFalloff;
            durationFalloff = DurationFalloff;
            targetsHit = new List<Person>();
            hitEnemies = targetEnemies;
            hitFriendlies = targetFriendlies;
        }
        protected float distanceToTravel, distanceTravelled;    //Trackers for the delete flag, so that we can delete once it's hit its target.
#endregion


#region Setup
        /// <summary>
        /// Creates a projectile which moves in a straight line from caster to target
        /// </summary>
        /// <param name="target">Person at which the projectile is aimed.</param>
        /// <param name="Speed">Speed at which the projectile moves per frame</param>
        /// <param name="EffectList">All the effects to put on targets</param>
        /// <param name="ProjectileAnimations">The animations that will play as this projectile flies.</param>
        /// <param name="ImpactSprite">Sprite while plays once when the projectile hits a target.</param>
        /// <param name="Caster">Originator of the projectile.</param>
        /// <param name="DamageFalloff">Ratio by which to reduce each effect each time a target is hit. (multiplies by 1-damageFalloff)</param>
        /// <param name="DurationFalloff">Ratio by which to reduce each effect duration each time a target is hit. (multiplies by 1-durationFalloff</param>
        /// <param name="targetEnemies">Chooses whether this projectile will hit enemies</param>
        /// <param name="targetFriendlies">Chooses whether this projectile will hit people on the same team</param>
        /// <param name="CasterToProjectileAnim">Sprite that displays between the caster and the projectile.</param>
        /// <param name="CasterToTargetAnim">Sprite that displays between the caster and the target</param>
        /// <param name="ProjectileToTargetAnim">Sprite that displays between the projectile and the target</param>
        public StraightProjectile(Person target, float Speed, AbilityEffect[] EffectList, Sprite[] ProjectileAnimations, Sprite ImpactSprite = null, Person Caster = null,
                                  bool targetEnemies = true, bool targetFriendlies = false, float DamageFalloff = 0, float DurationFalloff = 0, 
            Sprite CasterToProjectileAnim = null, Sprite CasterToTargetAnim = null, Sprite ProjectileToTargetAnim = null)
            : base(EffectList, ProjectileAnimations, ImpactSprite, Caster, targetEnemies, targetFriendlies, DamageFalloff, DurationFalloff)
        {
            originLoc = Caster.ScreenPositionNoOffset;
            currentLoc = Caster.ScreenPositionNoOffset;
            targetLoc = target.ScreenPositionNoOffset;
            animCasterToProj = CasterToProjectileAnim;
            animCasterToTarget = CasterToTargetAnim;
            animProjToTarget = ProjectileToTargetAnim;
            speed = Speed;
            distanceTravelled = 0;
            distanceToTravel = Vector2.Distance(originLoc, targetLoc);
        }
Ejemplo n.º 4
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 /// <summary>
 /// Causes the effect to this person, and if it has any durations, adds the effect to the person's list.
 /// </summary>
 /// <param name="effectToTake">Effect to deal to this person.</param>
 public void takeEffect(AbilityEffect effectToTake)
 {
     takeDamage(effectToTake.Caster, effectToTake.DamageOnHit, effectToTake.EnergyDamage);
     if (effectToTake.DoTDuration + effectToTake.EoTDuration > 0)
     {
         effects.Add(effectToTake);
     }
 }