public Pawn(PawnColor color, PawnType type) : base("MasterMindPawn") { _effect = new Particle.ParticleSystem("light"); _effect.SetLifeTime(10, 20); _effect.SetParent(this.EntityId); _effect.SetSize(0.2f, 0.2f); _effect.SetSpread(Helpers.PhysicsAndPositions.PI * 2); _effect.SetRandomSpeed(true, 0.05f); SetPawnColor(color); SetPawnType(type); SetTexture("pawn"); Selected = false; }
public Pawn(PawnColor color, PawnType type) : base("MasterMindPawn") { _effect = new Particle.ParticleSystem("light"); _effect.SetLifeTime(10, 20); _effect.SetParent(this.EntityId); _effect.SetSize(0.2f, 0.2f); _effect.SetSpread(Helpers.PhysicsAndPositions.PI * 2); _effect.SetRandomSpeed(true, 0.05f); SetPawnColor(color); SetPawnType(type); SetTexture("pawn"); Selected = false; }
public TimedCannon(float posx, float posy, int[] times) { _times = times.ToList(); _color = new byte[3] { (byte)r.Next(255), (byte)r.Next(255), (byte)r.Next(255) }; _pos = new PointFloat(posx, posy); _firePar.SetLifeTime(3, 6); _firePar.SetPhysics(false); _firePar.SetSpread(0.5f); _firePar.SetSize(0.1f, 0.1f); _firePar.SetRandomSpeed(true, 0.5f); _firePar.SetColor(255, 255, 100); }
public FireWork(PointFloat pos, byte[] color) : base("FireWork") { SetTexture("bullet"); float velx = (float)(r.NextDouble() - 0.5); float vely = (float)(r.NextDouble()) + 3.0f; SetVelocity(velx / 10f, vely / 6.0f); EnablePhysics(false); SetStaticObject(false); SetSize(0.2f, 0.2f); SetPos(pos); _explosion.SetRandomSpeed(true, 0.01f); _explosion.SetSpread(Helpers.PhysicsAndPositions.PI * 2); _explosion.SetLifeTime(30, 100); _explosion.SetPhysics(false); _color = color; _smoke.SetSize(0.05f, 0.05f); _smoke.SetPhysics(false); _smoke.SetSpread(1f); SetRotationVelocity((float)r.Next(20, 60) / 100f); time = r.Next(50, 100); SoundPool.PlaySound("lauch"); }