/// <summary> /// A Constructor without the animation details /// </summary> public Projectile(string bitmap, float projectileSpeed, Unit unit) { this.unit = unit; this.projectileSpeed = projectileSpeed; sprite = SwinGame.CreateSprite (SwinGame.BitmapNamed (bitmap)); SwinGame.SpriteSetX (sprite, unit.getX()+10); SwinGame.SpriteSetY (sprite, unit.getY()); SwinGame.SpriteSetDX (sprite, projectileSpeed); }
/// <summary> /// Creates a visual healing effect /// </summary> /// <returns>The effect.</returns> /// <param name="hero">Hero.</param> public Sprite createEffect(Unit hero) { Sprite sprite = SwinGame.CreateSprite(SwinGame.BitmapNamed("effectsBmp"), SwinGame.AnimationScriptNamed("healingScrpt")); SwinGame.SpriteStartAnimation(sprite, "healing_effect"); SwinGame.SpriteSetX(sprite, hero.getX() - 70); SwinGame.SpriteSetY(sprite, hero.getY() - 80); return(sprite); }
/// <summary> /// Creates skeleton for projectiles (i.e Animation, projectile speed, which unit it belongs to.) /// </summary> /// <param name="bitmap">Image for the projectile</param> /// <param name="animation">The animation script associated.</param> /// <param name="projectileSpeed">How fast the projectile fires.</param> /// <param name="unit">Unit.</param> public Projectile(string bitmap, string animation, float projectileSpeed, Unit unit) { this.unit = unit; this.projectileSpeed = projectileSpeed; sprite = SwinGame.CreateSprite (SwinGame.BitmapNamed (bitmap), SwinGame.AnimationScriptNamed(animation)); SwinGame.SpriteStartAnimation (sprite, "fireball_cast"); SwinGame.SpriteSetX (sprite, unit.getX()+10); SwinGame.SpriteSetY (sprite, unit.getY()); SwinGame.SpriteSetDX (sprite, projectileSpeed); }