Ejemplo n.º 1
0
 public override Projectile generateProjectiles(Vector2 pos, Spell spell, GameHandler game, Entity target, Entity owner)
 {
     ProjectileBurst projReturn = new ProjectileBurst(spell, game, target, owner, pos, spell.arcCount == 0 ? radSquared : arcRadSquared);
     Vector2 vecSpeed;
     for (int i = 0; i < partCount; i++)
     {
         vecSpeed = new Vector2((float)(random.NextDouble() < 0.5 ? random.NextDouble() : random.NextDouble() * -1.0), (float)(random.NextDouble() < 0.5 ? random.NextDouble() : random.NextDouble() * -1.0));
         vecSpeed.Normalize();
         vecSpeed *= (float)(random.NextDouble() * 2.0 + 1.0);
         projReturn.addProjectile(pos, vecSpeed);
     }
     return projReturn;
 }
Ejemplo n.º 2
0
        public override Projectile generateProjectiles(Vector2 pos, Spell spell, GameHandler game, Entity target, Entity owner)
        {
            ProjectileBurst projReturn = new ProjectileBurst(spell, game, target, owner, pos, spell.arcCount == 0 ? radSquared : arcRadSquared);
            Vector2         vecSpeed;

            for (int i = 0; i < partCount; i++)
            {
                vecSpeed = new Vector2((float)(random.NextDouble() < 0.5 ? random.NextDouble() : random.NextDouble() * -1.0), (float)(random.NextDouble() < 0.5 ? random.NextDouble() : random.NextDouble() * -1.0));
                vecSpeed.Normalize();
                vecSpeed *= (float)(random.NextDouble() * 2.0 + 1.0);
                projReturn.addProjectile(pos, vecSpeed);
            }
            return(projReturn);
        }