Example #1
1
        //public:
        public Bullet(Double x_, Double y_, Int32 width_, Int32 height_, Int32 damage_, BulletKind kind_)
        {
            PosX = x_;
            PosY = y_;
            Width = width_;
            Height = height_;
            switch (kind_)
            {
                case BulletKind.Laser:
                    {
                        _type = BulletType.Laser;
                        break;
                    }
                case BulletKind.Exploded:
                    {
                        _type = BulletType.Exploded;
                        break;
                    }
                case BulletKind.Rocket:
                    {
                        _type = BulletType.Rocket;
                        break;
                    }
            }
            Damage = damage_+_type._bonusdamage;
            _active = true;

            _vx = 1; _vy = 0;
            _speed = _type.speed;
        }
Example #2
0
    IEnumerator FireCo()
    {
        yield return(new WaitForSeconds(0.1f));

        c.moveCon.Transition(PlayerState.attkck, true);


        if (c.abilityCon.HasAbility(AbilityKind.Double))
        {
            curKind = BulletKind.DoubleChain;
        }

        Shot shot = new Shot(OnClearShot);

        if (c.abilityCon.HasAbility(AbilityKind.Triple))
        {
            Shoot(0f, shot);
            Shoot(45f, shot);
            Shoot(-45f, shot);
        }
        else
        {
            Shoot(0f, shot);
        }
        shots.Add(shot);
    }
Example #3
0
    void Fire()
    {
        if (shots.Count >= c.stat.maxBulletCount)
        {
            return;
        }

        //if ( fireCo != null ) StopCoroutine( fireCo );
        //fireCo = StartCoroutine( FireCo() );

        c.moveCon.Transition(PlayerState.attkck, true);

        if (c.abilityCon.HasAbility(AbilityKind.Double))
        {
            curKind = BulletKind.DoubleChain;
        }

        Shot shot = new Shot(OnClearShot);

        if (c.abilityCon.HasAbility(AbilityKind.Triple))
        {
            Shoot(0f, shot);
            Shoot(45f, shot);
            Shoot(-45f, shot);
        }
        else
        {
            Shoot(0f, shot);
        }
        shots.Add(shot);
        AudioController.Play("PlayerShot");
    }
Example #4
0
        //public:
        public Ship(Int32 width_, Int32 height_)
        {
            Health = 100;
            _shield = 100;
            _type = ShipType.SmallShip;
            Width = width_;
            Height = height_;
            Damage = _type.basedamage;
            _bulletkind = BulletKind.Laser;
            _modules = new Dictionary<ModuleKind, Module>();

            foreach (ModuleKind val in Enum.GetValues(typeof(ModuleKind)))
            {
                _modules.Add(val, new Module(val));
            }
        }
Example #5
0
        /// <summary>
        /// Initializes a new instance of the Bullet class with given top-left point coordinate and bullet kind.
        /// </summary>
        /// <param name="startX">X-coordinate of the top-left point of the bullet image to show.</param>
        /// <param name="startY">Y-coordinate of the top-left point of the bullet image to show.<</param>
        /// <param name="bulletKind">Specifies which kind of bullet it is.</param>
        public Bullet(double startX, double startY, BulletKind bulletKind)
        {
            // Initialize the image to show.
            this.BulletImage = new Image();

            // Calculate the coordiate of the warhead.
            this.WarheadX = startX + Settings.BulletWarheadLeftOffset;
            this.WarheadY = startY + Settings.BulletWarheadTopOffset;

            // Save the bullet kind.
            if (bulletKind == BulletKind.Bullet1)
            {
                this.BulletImage.Source = Bullet.Bullet1Image;
            }
            else
            {
                this.BulletImage.Source = Bullet.Bullet2Image;
            }
        }
Example #6
0
 public Boolean UpgradeBullet()
 {
     switch (_bulletkind)
     {
         case BulletKind.Laser:
             _bulletkind = BulletKind.Exploded;
             break;
         case BulletKind.Exploded:
             _bulletkind = BulletKind.Rocket;
             break;
         default:
             return false;
     }
     return true;
 }