Example #1
0
        public LightArtillary(Vector2 Position, Vector2 Home, float rotation = 0, int team = 0) : base(Position, Home, rotation, team)
        {
            entityID  = 5;
            maxHealth = health = 40;

            turret = new SmallArtillaryTurret(this, new Vector2(0, -4), rotation - (float)Math.PI / 2);
            turret.UpdateRelativePosition();
        }
Example #2
0
 public MediumArtillary(Vector2 Position, Vector2 Home, float rotation = 0, int team = 0) : base(Position, Home, rotation, team)
 {
     entityID   = 19;
     maxHealth  = health = 160;
     turrets[0] = new SmallArtillaryTurret(this, new Vector2(-12, 7), rotation + (float)Math.PI / 2);
     turrets[1] = new SmallArtillaryTurret(this, new Vector2(12, 7), rotation + (float)Math.PI / 2);
     turrets[2] = new MediumArtillaryTurret(this, new Vector2(0, -10), rotation + (float)Math.PI / 2);
     for (int i = 0; i < 3; i++)
     {
         turrets[i].UpdateRelativePosition();
     }
 }
 public BombardmentArtillary(Vector2 Position, Vector2 Home, float rotation = 0, int team = 0) : base(Position, Home, rotation, team)
 {
     entityID   = 37;
     maxHealth  = health = 300;
     turrets[0] = new SmallArtillaryTurret(this, new Vector2(-16, 16), rotation + (float)Math.PI / 2);
     turrets[1] = new SmallArtillaryTurret(this, new Vector2(-20, 2), rotation + (float)Math.PI / 2);
     turrets[2] = new SmallArtillaryTurret(this, new Vector2(-17, -8), rotation + (float)Math.PI / 2);
     turrets[5] = new SmallArtillaryTurret(this, new Vector2(16, 16), rotation + (float)Math.PI / 2);
     turrets[4] = new SmallArtillaryTurret(this, new Vector2(20, 2), rotation + (float)Math.PI / 2);
     turrets[3] = new SmallArtillaryTurret(this, new Vector2(17, -8), rotation + (float)Math.PI / 2);
     turrets[6] = new MediumArtillaryTurret(this, new Vector2(-14, -17), rotation + (float)Math.PI / 2);
     turrets[7] = new MediumArtillaryTurret(this, new Vector2(0, -21), rotation + (float)Math.PI / 2);
     turrets[8] = new MediumArtillaryTurret(this, new Vector2(14, -17), rotation + (float)Math.PI / 2);
     foreach (Turret turret in turrets)
     {
         turret.UpdateRelativePosition();
     }
 }