public Rocket(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, Vector2 accel, float blastRadius, float blastSpeed) : base(hvzWorld, position, rotation, radius, Vector2.Zero) { m_Accel = accel; this.SetMaxVel(.5f * accel.Length() * Settings.rocketLife * Settings.rocketLife); m_BlastRadius = blastRadius; m_BlastSpeed = blastSpeed; this.SetLife(Settings.rocketLife); }
public static Item NewRandomItem(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, float lifespan) { double item = (new Random()).Next(100); // Spawn more ammo 90% of the time, a Nuke 1%, and a RocketLauncher 4% if (item < 75) return new AmmoItem(hvzWorld, position, rotation, radius, lifespan, Settings.itemAmmo); if (item < 90) return new RocketItem(hvzWorld, position, rotation, radius, lifespan, Settings.rocketAmmo); if (item < 95) return new ExplosionItem(hvzWorld, position, rotation, radius, lifespan); return new SpeedItem(hvzWorld, position, rotation, radius, lifespan); }
public static Item NewRandomItem(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, float lifespan) { // Eventually, put logic in here to determine which random item to spawn. double item = (new Random()).Next(100); // Spawn more ammo 70% of the time and a Nuke 30% if (item < 60) return new AmmoItem(hvzWorld, position, rotation, radius, lifespan, Settings.itemAmmo); if (item < 80) return new ExplosionItem(hvzWorld, position, rotation, radius, lifespan); else return new SpeedItem(hvzWorld, position, rotation, radius, lifespan); }
public Player(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, Vector2 velocity, float maxVelocity, float weaponTimer, float weaponSpeed, int ammo) : base(hvzWorld, position, rotation, radius, velocity, maxVelocity) { this.SetBrains(new HumanBrains(hvzWorld)); this.SetWeaponTimer(weaponTimer); m_TimerCurrent = 0; this.SetWeaponSpeed(weaponSpeed); this.SetAmmo(ammo); this.SetWeaponSpeed(Settings.playerWeaponSpeed); this.m_Score = 0; this.m_FasterFor = 0; this.m_Score = 0; this.m_Rockets = 0; }
public SpeedItem(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, float lifespan) : base(hvzWorld, position, rotation, radius, lifespan) { this.m_Texture = TextureStatic.Get("RunFaster"); world = hvzWorld; }
public ExplosionItem(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, float lifespan) : base(hvzWorld, position, rotation, radius, lifespan) { this.m_Texture = TextureStatic.Get("Nuke"); world = hvzWorld; }
public Mob(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, Vector2 velocity, float maxVelocity) : base(hvzWorld, position, rotation, radius) { this.SetMaxVel(maxVelocity); this.SetVelocity(velocity); }
public Explosion(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, float blastSpeed, float maxRadius) : base(hvzWorld, position, rotation, radius) { m_BlastSpeed = blastSpeed; m_MaxRadius = maxRadius; }
public Projectile(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, Vector2 velocity) : base(hvzWorld, position, rotation, radius, velocity, velocity.Length()) { this.SetLife(Settings.dartLife); }
public Item(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, float lifespan) : base(hvzWorld, position, rotation, radius) { m_Lifespan = m_Life = lifespan; }
public Projectile(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, Vector2 velocity) : base(hvzWorld, position, rotation, radius, velocity, velocity.Length()) { m_Life = LIFE; }
public AmmoItem(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, float lifespan, int ammo) : base(hvzWorld, position, rotation, radius, lifespan) { m_Ammo = ammo; this.m_Texture = TextureStatic.Get("Ammo"); }
public Zombie(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, Vector2 velocity, float maxVelocity, Brains brains) : base(hvzWorld, position, rotation, radius, velocity, maxVelocity) { this.SetBrains(brains); }
public RocketItem(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, float lifespan, int rockets) : base(hvzWorld, position, rotation, radius, lifespan) { m_Rockets = rockets; this.m_Texture = TextureStatic.Get("RocketLauncher"); }
public Wall(HvZWorld hvzWorld, Vector2 position, Vector2 rotation, float radius, float thickness, bool castsShadow) : base(hvzWorld, position, rotation, radius) { this.SetThickness(thickness); this.SetShadow(castsShadow); }