Ejemplo n.º 1
0
 public StandardProjectile(Texture2D texture, double bulletVel, int lifeSpan, int damage, string sound, SoundFX effect)
 {
     this.texture   = texture;
     this.bulletVel = bulletVel;
     this.yAcc      = 0;
     this.lifeSpan  = lifeSpan;
     this.damage    = damage;
     this.effect    = effect;
     this.sound     = sound;
 }
Ejemplo n.º 2
0
 public MenuGrid(Texture2D background, IMenuItem[,] items, Rectangle itemZone)
 {
     this.background   = background;
     this.items        = items;
     this.currentItemX = 0;
     this.currentItemY = 0;
     this.itemsWidth   = items.GetUpperBound(0) + 1;
     this.itemsHeight  = items.GetUpperBound(1) + 1;
     this.itemZone     = itemZone;
     this.items[0, 0].SetIsHighlighted(true);
     sound = new SoundFX();
 }
Ejemplo n.º 3
0
        public void InitializeArsenal(Texture2D pistolTexture, Texture2D shotgunTexture, Texture2D railgunTexture, Texture2D machinegunTexture, Texture2D bumblegunTexture, float num, SoundFX SoundLibrary)
        {
            arsenal.Add(
                new GunData(
                    "G-32_C Phazer Pistol",                                 // name
                    false,                                                  // unlocked
                    0,                                                      // cooldown
                    new StandardProjectile(pistolTexture, 5, -1, 10,        // projectile data
                                           "click1", SoundLibrary),         // sound
                    false,                                                  // automatic
                    13,                                                     // barrel X
                    8,                                                      // barrel Y
                    7,                                                      // angled barrel X
                    8)                                                      // angled barrel Y
                );

            arsenal.Add(
                new GunData("Flouroantimonic Shotgun", false, 15, new StandardProjectile(shotgunTexture, 5, 15, 20, "click2", SoundLibrary), false, 16, 8, 10, 6));

            arsenal.Add(
                new GunData("IT-6.7 Rail Gun", false, 5, new StandardProjectile(railgunTexture, 5, -1, 50, "click1", SoundLibrary), false, 14, 8, 9, 9));

            arsenal.Add(
                new GunData("Magmatorque Nail-Gun", false, 7, new StandardProjectile(machinegunTexture, 6, -1, 10, "click1", SoundLibrary), true, 18, 7, 10, 6));

            arsenal.Add(
                new GunData("Symbionic Hive-Oscilator", false, 5, new SinusoidalProjectile(bumblegunTexture, 2.2, -1, 20, 7, 2, true, "bees", SoundLibrary), true, 17, 9, 10, 5));
        }
Ejemplo n.º 4
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 public SaveStation(double worldX, double worldY, Texture2D texture, Vector2 mapCoordinates, int numFrames, int frameNum)
     : base(worldX, worldY, texture, new Vector2((float)worldX - mapCoordinates.X, (float)worldY - mapCoordinates.Y), numFrames, frameNum, false)
 {
     dialUp = new SoundFX();
 }
Ejemplo n.º 5
0
 public SinusoidalProjectile(Texture2D texture, double bulletVel, int lifeSpan, int damage, double amplitude, double frequency, bool random, string sound, SoundFX effect)
     : base(texture, bulletVel, lifeSpan, damage, sound, effect)
 {
     this.bulletVel = bulletVel;
     this.amplitude = amplitude / 10;
     this.frequency = frequency / amplitude;
     this.random    = random;
 }
Ejemplo n.º 6
0
        public Projectile(IProjectileData data, Directions direction, ISprite origin, Vector2 mapCoordinates, double worldX, double worldY, int frameNum, bool mirrorX, string cue, SoundFX effect)
            : base(worldX, worldY, data.GetTexture(), new Vector2((float)worldX - mapCoordinates.X, (float)worldY - mapCoordinates.Y), data.GetNumFrames(), frameNum, mirrorX)
        {
            Random rnd = new Random();

            this.random    = rnd.Next();
            this.data      = data;
            this.origin    = origin;
            this.life      = 0;
            this.damage    = data.GetDamage();
            this.direction = direction;
            effect.Play(StringConverter(cue));
        }