public virtual void BloodBurstA(PointF fromPoint, int damage) { if (!Visible) { return; } var c = Center(); var n = (int)Math.Min(9 * Math.Sqrt((double)damage / Ch.HT), 9); Splash.At(c, PointF.Angle(fromPoint, c), 3.1415926f / 2, Blood(), n); }
public Visual(float x, float y, float Width, float Height) { X = x; Y = y; _Width = Width; _Height = Height; Scale = new PointF(1, 1); Origin = new PointF(); Matrix = new float[16]; ResetColor(); Speed = new PointF(); Acc = new PointF(); }
public virtual PointF Point(PointF p) { X = p.X; Y = p.Y; return(p); }
public virtual PointF Center(PointF p) { X = p.X - _Width / 2; Y = p.Y - _Height / 2; return(p); }