public BulletLib(WeaponLib ctx, Vector2 position, int height, int width) { _direction = ctx.Direction; _position = position; _height = height; _width = width; }
public Bullet(Texture2D texture, Vector2 position, SpriteBatch spritebatch, WeaponLib weapon, Board board, Weapon weaponCtx) : base(texture, position, spritebatch) { _origin = new Vector2(-27, 20); _rotation = weapon.Rotation; BulletLib = new BulletLib(weapon, new Vector2(base.Position.X, base.Position.Y), texture.Height, texture.Width); _weaponCtx = weaponCtx; _damages = weaponCtx.Damages; _ctx = board; _boss = Board.CurrentBoard._boss; }
public Weapon(Texture2D weaponTexture, Texture2D bulletTexture, Texture2D weaponTexture2, Texture2D bulletTexture2, Vector2 position, SpriteBatch spritebatch, Player player) : base(weaponTexture, position, spritebatch) { _bulletTexture = bulletTexture; _weaponTexture = weaponTexture; _bulletTexture2 = bulletTexture2; _weaponTexture2 = weaponTexture2; _player = player; _rotationOrigin = new Vector2(_player.Position.X - (_player.Bounds.Width) - 50, _player.Position.Y - (_player.Bounds.Height) - 15); Position = new Vector2(_player.Position.X + (_player.Bounds.Width / 2), _player.Position.Y + (_player.Bounds.Height / 2)); WeaponLib = new WeaponLib(); _time = 15; _ctx = player.Ctx; _damages = 50; }
public void Update(GameTime gameTime) { KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.E)) { SetWeaponType(1); } if (keyboardState.IsKeyDown(Keys.R)) { SetWeaponType(2); } var mousePos = CheckMouseAndUpdateMovement(); Position = new Vector2(_player.Position.X + (_player.Bounds.Width / 2), _player.Position.Y + (_player.Bounds.Height / 2)); WeaponLib.Update(mousePos.X - Position.X, mousePos.Y - Position.Y); }
public Weapon(GameState ctx, Texture2D Texture, Vector2 position, SpriteBatch spritebatch, Player player, List <Texture2D> BulletTextures) : base(Texture, position, spritebatch) { WeaponLib = new WeaponLib(); _player = player; _bulletTextures = BulletTextures; Inventory = _player.Inventory.InventoryList(); _weaponTexture = Inventory[4]._texture; _ctx = ctx; _weaponTexture2 = Inventory[5]._texture; SetWeaponType(1); _bulletTextures = Inventory[4].DefineBulletTexture(BulletTextures, _player.PlayerClasse); _rotationOrigin = new Vector2(_player.Position.X - (_player.animation.SourceRect.Width) - 50, _player.Position.Y - (_player.animation.SourceRect.Height) - 15); Position = new Vector2(_player.Position.X + (_player.animation.SourceRect.Width / 2), _player.Position.Y + (_player.animation.SourceRect.Height / 2)); _time = 15; }
internal void CreateBullet(Texture2D bulletTexture, Vector2 position, SpriteBatch spriteBatch, WeaponLib weaponLib) { Bullets.Add(new Bullet(bulletTexture, position, spriteBatch, weaponLib, this, _player._weapon)); }