getRect() public method

public getRect ( ) : Rectangle
return Microsoft.Xna.Framework.Rectangle
Example #1
0
        public override void Update(Terraria.Player player, SkillData data)
        {
            if (data.Time == 0 && !player.inventory.Take(10).Any(x => x.useAmmo == Terraria.ID.AmmoID.Arrow))
            {
                CombatText.NewText(player.getRect(), Color.Red, "You don't have a bow type weapon.");
                data.EndUse(true);
                return;
            }
            const byte RainPosXVar = 0;

            switch (data.Step)
            {
            case 0:
            {
                if (data.LastTime == 0)
                {
                    for (int i = 0; i < 10; i++)
                    {
                        if (player.inventory[i].useAmmo == Terraria.ID.AmmoID.Arrow)
                        {
                            FakeWeaponUsage(player, i, player.Center - new Vector2(0, -100));
                            break;
                        }
                    }
                    Vector2 ShotPos = player.Center;
                    for (int x = 1; x <= 6; x++)
                    {
                        float SpeedX = x * player.direction * 2, SpeedY = -18 - x * 2;
                        int   proj = Projectile.NewProjectile(player.Center, new Vector2(SpeedX, SpeedY), Terraria.ID.ProjectileID.WoodenArrowFriendly, GetDamage(player, data, true), 1.2f, player.whoAmI);
                        Main.projectile[proj].noDropItem = true;
                    }
                    data.SetFloat(RainPosXVar, ShotPos.X);
                }
                if (data.Time >= 60 * 3)
                {
                    data.ChangeStep();
                }
            }
            break;

            case 1:
            {
                if (data.Time % 3 == 0)
                {
                    Vector2 ProjPosition = player.Center;
                    ProjPosition.X  = data.GetFloat(RainPosXVar);
                    ProjPosition.Y -= Main.screenHeight;
                    ProjPosition.X -= Main.rand.Next(-Main.screenHeight, Main.screenHeight);
                    int proj = Projectile.NewProjectile(ProjPosition, new Vector2(0, 10 + Main.rand.Next(7, 13)), Terraria.ID.ProjectileID.WoodenArrowFriendly, GetDamage(player, data, false), 0.7f, player.whoAmI);
                    Main.projectile[proj].noDropItem = true;
                }
                if (data.Time >= 7 * 60)
                {
                    data.EndUse();
                }
            }
            break;
            }
        }
Example #2
0
 public override void UpdateEffects(Player player)
 {
     if (Math.Abs(player.velocity.X) > 4f)
     {
     Rectangle rect = player.getRect();
     int dust = ModDust.NewDust(new Vector2(rect.X, rect.Y), rect.Width, rect.Height, mod, "Smoke");
     }
 }
Example #3
0
        public override void Update(Terraria.Player player, SkillData data)
        {
            if (data.Time == 0 && !player.inventory.Take(10).Any(x => x.useAmmo == Terraria.ID.AmmoID.Bullet))
            {
                CombatText.NewText(player.getRect(), Color.Red, "You don't have a gun type weapon.");
                data.EndUse(true);
                return;
            }
            const int   ShotType  = Terraria.ID.ProjectileID.BulletHighVelocity;
            const int   FireDelay = 6;
            const float ShotSpeed = 17f;

            if (data.Time >= FireDelay)
            {
                int     MouseSwayMaxDistance = 12 - data.Level / 2;
                Vector2 ShotDestination      = new Vector2(Main.mouseX + Main.screenPosition.X, Main.mouseY + Main.screenPosition.Y);
                Vector2 ShotSpawnCenter      = player.Center;
                if (MouseSwayMaxDistance > 0)
                {
                    ShotDestination.X += Main.rand.Next(-MouseSwayMaxDistance, MouseSwayMaxDistance + 1);
                    ShotDestination.Y += Main.rand.Next(-MouseSwayMaxDistance, MouseSwayMaxDistance + 1);
                }
                Vector2    ShotDirection = GetDirection(ShotSpawnCenter, ShotDestination) * ShotSpeed;
                int        Damage        = data.GetRangedDamage(0, 0.7f + 0.12f * data.Level, player);
                int        proj          = Projectile.NewProjectile(ShotSpawnCenter, ShotDirection, ShotType, Damage, 0.4f, player.whoAmI);
                Projectile proj2         = Main.projectile[proj];
                proj2.maxPenetrate = 3 + data.Level / 5;
                for (int i = 0; i < 10; i++)
                {
                    if (player.inventory[i].useAmmo == Terraria.ID.AmmoID.Bullet)
                    {
                        FakeWeaponUsage(player, i, GetMousePositionInTheWorld, FireDelay);
                        break;
                    }
                }
                data.ChangeStep();
            }
            if (data.Step >= 16)
            {
                data.EndUse();
            }
        }
Example #4
0
        public override void UpdateEffects(Player player)
        {
            if (Math.Abs(player.velocity.X) > player.mount.DashSpeed - player.mount.RunSpeed / 2f)
            {
                player.noKnockback = true;

                Rectangle rect = player.getRect();
                //Tweak hitbox to be the Basilisks head
                rect.Width = 2;
                rect.Height = 2;
                if (player.direction == 1)
                {
                    rect.Offset(player.width - 1, 0);
                }
                rect.Offset(0, player.height - 19);
                rect.Inflate(28, 16);

                for (int n = 0; n < Main.maxNPCs; n++)
                {
                    NPC npc = Main.npc[n];
                    if (npc.active && !npc.dontTakeDamage && !npc.friendly && npc.immune[player.whoAmI] == 0)
                    {
                        Rectangle rect2 = npc.getRect();
                        if (rect.Intersects(rect2) && (npc.noTileCollide || Collision.CanHit(player.position, player.width, player.height, npc.position, npc.width, npc.height)))
                        {
                            float damage = BasiliskMount.damage * player.minionDamage;
                            float knockback = BasiliskMount.knockback * player.minionKB;
                            int direction = player.direction;
                            if (player.velocity.X < 0f)
                            {
                                direction = -1;
                            }
                            if (player.velocity.X > 0f)
                            {
                                direction = 1;
                            }
                            if (player.whoAmI == Main.myPlayer)
                            {
                                player.ApplyDamageToNPC(npc, (int)damage, knockback, direction, false);
                            }
                            npc.immune[player.whoAmI] = 30;
                            player.immune = true;
                            player.immuneTime = 6;
                            return;
                        }
                    }
                }
            }
        }