Example #1
0
        public Attack(Attack attack, Actor source)
            : base(attack)
        {
            attackType = attack.attackType;
            damage = attack.damage;

            sourceUnit = source.unitType;
            source.curAnim = key;
            direction = Global.getVectorAngle(source.direction);

            if (this.GetType() != typeof(CollisionDamage)) source.SetAttackTimer(attack.cooldown);
        }
Example #2
0
 public void Damaged(Attack attack)
 {
     velocity.X = (float)Math.Cos(attack.direction) * 100;
     velocity.Y = (float)Math.Sin(attack.direction) * 100;
     health -= attack.damage;
 }
Example #3
0
        public void Damaged(Attack attack)
        {
            Global.scene.damageText.Add(new DamageText(attack.damage, col_rect));
            Global.scene.entitiesToAdd.Add(new DamageEffect(this));

            velocity.X = (float)Math.Cos(attack.direction) * 400;
            velocity.Y = (float)Math.Sin(attack.direction) * 400;
            health -= attack.damage;

            stun_timer.Start();
            invicibility_timer.Start();
            state.canMove = false;
        }