Example #1
0
 public override void Initialize()
 {
     drawRect = new Microsoft.Xna.Framework.Rectangle(400, 300, 10, 10);
     this.drawingLocation = new Vector2(400f, 300f);
     weapon = new Weapon(this.Game, 0, Color.Blue, this.Game.Content.Load<Texture2D>("tmp"));
     this.Game.Components.Add(weapon);
     velocity.X = 3;
     velocity.Y = 3;
     base.Initialize();
 }
Example #2
0
 public override void Initialize()
 {
     drawRect = new Microsoft.Xna.Framework.Rectangle(400, 300, 10, 10);
     this.drawingLocation = new Vector2(400f, 300f);
     weapon = new Weapon(this.Game);
     this.Game.Components.Add(weapon);
     velocity.X = 3;
     velocity.Y = 3;
     this.spriteBatch = new SpriteBatch(Game.GraphicsDevice);
     this.timer = new GameTimer(this.Game, GameTimer.TimerType.HIT_TIMER, 0);
     this.timer.Interval = new TimeSpan(50000000);
     this.Game.Components.Add(timer);
     this.timer.HTick += new HealthTickHandler(timer_HTick);
     this.Enabled = false;
     this.attackable = true;
     base.Initialize();
 }
Example #3
0
 public Projectile(Game game, Vector2 spawn, float angle, int velocity, int dmg, Weapon.WeaponType type)
     : base(game)
 {
     location = spawn;
     //            origin = new Point((int)Mouse.SLocation.X, (int)Mouse.SLocation.Y);
     tempVelocity = velocity;
     wepType = type;
     this.velocity = new Vector2((float)(tempVelocity * Math.Cos(angle)), (float)(tempVelocity * Math.Sin(angle)));
     damage = dmg;
     rotation = angle;
     MouseState ms = Microsoft.Xna.Framework.Input.Mouse.GetState();
     this.location = spawn;
     if (wepType == Weapon.WeaponType.CATNIP)
     {
         this.location = Mouse.SLocation+ new Vector2(ms.X-400, ms.Y-300) + new Vector2(-30, -30);
         Map.sModList.Add(this);
         this.range = 150;
     }
     else
         Map.sProjList.Add(this);
     length = 10;
     trajLength = 60;
 }
Example #4
0
 public void ChangeWeapon(int wepID, Color color, Texture2D texture)
 {
     this.weapon = new Weapon(this.Game, wepID, color, texture);
 }