Example #1
0
        //gameTime.millisec % _timeBetween == 0
        //peut dépasser et donc pas ==0 ...
        public SlowBall(MovingObject parent, int pTimeBetweenProjectiles = 100, int pTtl = 3000)
            : base(parent, true, pTtl)
        {
            _sprite = SpriteManager.Shield1;
            _scale = SpriteManager.scaleRateSlowBall;
            _timeBetweenProjectiles = pTimeBetweenProjectiles;

            _speed =  parent.Speed + new Microsoft.Xna.Framework.Vector2((float)Math.Cos(parent.RotationInRadians) * LASER_SPEED,
                (float)Math.Sin(parent.RotationInRadians) * LASER_SPEED);
        }
Example #2
0
        public Laser(MovingObject parent)
        {
            _speed = parent.Speed +  new Microsoft.Xna.Framework.Vector2((float)Math.Cos(parent.RotationInRadians) * LASER_SPEED,
                (float)Math.Sin(parent.RotationInRadians) * LASER_SPEED);
            _position = parent.Position;
            _rotation = parent.RotationInDegrees;

            _sprite = SpriteManager.Laser;
            _scale = SpriteManager.scaleLaser;
            _origin.X = _sprite.Width / 2;
            _origin.Y = _sprite.Height / 2;
        }
Example #3
0
        public Laser(MovingObject parent, bool keepSpeed = true, float pttl = 400)
        {
            _lstToAdd = new List<MovingObject>();
            _sprite = SpriteManager.Laser;// SpriteManager.Laser;
            _scale = SpriteManager.scaleLaser;
            _ttl = pttl;

            _speed = (keepSpeed ? parent.Speed : Vector2.Zero) +  new Microsoft.Xna.Framework.Vector2((float)Math.Cos(parent.RotationInRadians) * LASER_SPEED,
                (float)Math.Sin(parent.RotationInRadians) * LASER_SPEED);
            _position = parent.Position;
            _rotation = parent.RotationInDegrees;

            _origin.X = _sprite.Width / 2;
            _origin.Y = _sprite.Height / 2;
            _shield.isWeapon = true;
            MAX_SPEED = 100;
        }
Example #4
0
 /// <summary>
 /// retourne la sous liste de tous les éléments nulls pour les enlever hors d'un foreach
 /// </summary>
 /// <param name="pLaser"></param>
 /// <returns></returns>
 private static bool FindNulls(MovingObject pLaser)
 {
     return pLaser == null;
 }
Example #5
0
 private static bool FindNotFade(MovingObject pObject)
 {
     return pObject.FadeTime <= 0;
 }
Example #6
0
 /// <summary>
 /// retourne la sous liste de tous les éléments morts pour les enlever hors d'un foreach
 /// </summary>
 /// <param name="pLaser"></param>
 /// <returns></returns>
 private static bool FindDeads(MovingObject pLaser)
 {
     return  !pLaser.IsAlive;
 }
Example #7
0
 /// <summary>
 /// retourne la sous liste de tous les éléments alive d'une liste
 /// </summary>
 /// <param name="pLaser"></param>
 /// <returns></returns>
 private static bool FindAlive(MovingObject pLaser)
 {
     return pLaser.IsAlive;
 }