Example #1
0
        // passes in texture because loading content for each bullet is slow!
        public static Bullet[] CreateBullet(Texture2D texture,BulletType bulletType,Vector2 direction, Colour colour, bool[] HostileToPlayer, Player p)
        {
            Bullet[] bullets = new Bullet[1];

            //Texture2D texture;
            float speed = NORMAL_SPEED;
            float time = NORMAL_TIME;
            float scale = NORMAL_SCALE;

            switch (bulletType)
            {
                case (Bullet.BulletType.Normal):
                    bullets[0] = new Bullet(texture, direction, speed, time, colour, HostileToPlayer, bulletType, scale, p);
                    break;
                case (Bullet.BulletType.Trident):
                    //texture = content.Load<Texture2D>("Bullets/RedTrident");
                    speed = NORMAL_SPEED;
                    time = NORMAL_TIME;
                    scale = NORMAL_SCALE;
                    bullets = new Bullet[3];
                    bullets[0] = new Bullet(texture, direction, speed, time, colour, HostileToPlayer, bulletType, scale, p);
                    bullets[1] = new Bullet(texture, RotateVector(direction, (float)Math.PI / 6), speed, time, colour, HostileToPlayer, bulletType, scale, p);
                    bullets[2] = new Bullet(texture, RotateVector(direction, -(float)Math.PI / 6), speed, time, colour, HostileToPlayer, bulletType, scale, p);
                    break;
                case (Bullet.BulletType.Bubble):
                    //texture = content.Load<Texture2D>("Bullets/BlueBubble");
                    speed = NORMAL_SPEED;
                    time = NORMAL_TIME;
                    scale = NORMAL_SCALE;
                    bullets[0] = new Bullet(texture, direction, speed, time, colour, HostileToPlayer, bulletType, scale, p);
                    break;
                case (Bullet.BulletType.Razor):
                    //texture = content.Load<Texture2D>("Bullets/YellowRazor");
                    speed = NORMAL_SPEED;
                    time = NORMAL_TIME;
                    scale = NORMAL_SCALE;
                    bullets[0] = new Bullet(texture, direction, speed, time, colour, HostileToPlayer, bulletType, scale, p);
                    break;
                case (Bullet.BulletType.Magnet):
                    //texture = content.Load<Texture2D>("Bullets/GreenMagnet");
                    speed = NORMAL_SPEED;
                    time = NORMAL_TIME;
                    scale = NORMAL_SCALE;
                    bullets[0] = new Bullet(texture, direction, speed, time, colour, HostileToPlayer, bulletType, scale, p);
                    break;
            }

            // create a new entity using the loaded sprite
            return bullets;
        }
Example #2
0
        public void Hit(Bullet b)
        {
            hits++;
            if (hits >= 5)
            {
                state = BoatState.dead;
                deathSplatter.CreateDeathSplatter(position + (60.0f * b.dir) , b.Rotation);
            }

            switch (b.type)
            {
                case(Bullet.BulletType.Bubble):
                    velocity += b.dir * 100.0f;
                    break;
            }
        }