public Bullet2D(string path, Vector2 position, Vector2 dimension, Jet owner, Vector2 target, float speed, float damage) : base(path, position, dimension) { this.damage = damage; outOfArena = false; this.speed = speed; this.owner = owner; direction = Physics.GetDirection(owner.position, target); }
public HighPenetratingBullet(Vector2 position, Jet owner, Vector2 target, float rotation, float speed) : base("bullet2", position, new Vector2(20, 20), owner, target, speed, 3.0f) { this.rotation = rotation; }
public Missile(Vector2 position, Jet owner, Vector2 target, float rotation, float speed) : base("missile", position, new Vector2(60, 60), owner, target, speed, 10) { this.rotation = rotation; }
public StandardBullet(Vector2 position, Jet owner, Vector2 target, float rotation, float speed) : base("ammo", position, new Vector2(20, 20), owner, target, speed, 1.0f) { this.rotation = rotation; }
public EnemyJet(string path, Vector2 position, float speed, float _maxHealth) : base(path, position, new Vector2(60, 60), speed, _maxHealth) { target = GameGlobals.playerJet; rand = new Random(); }
private bool HitsJet(Jet jet) => Physics.GetDistance(position, jet.position) < jet.hitDistance;
public ImprovedBullet(Vector2 position, Jet owner, Vector2 target, float rotation, float speed) : base("bullet", position, new Vector2(20, 20), owner, target, speed, 2.0f) { this.rotation = rotation; }