protected override void ApplyPowerup(Ship ship) { PlayerShip applyShip; EnemyPlayerShip applyAIShip; if (ship == Player.Ship) { if (Config.SoundFXOn) GameStateManagementGame.Instance.soundManager.PlaySound("FX1", 0.7f); applyShip = ship.GetRoot() as PlayerShip; if (applyShip.Shield.Health < Config.ShieldHealth) { if (Config.ship1Active) applyShip.Shield.ShieldRegen(Config.ShieldsPowerupValue + 5); else applyShip.Shield.ShieldRegen(Config.ShieldsPowerupValue); } } if (ship == Player.EnemyPlayer) { applyAIShip = ship.GetRoot() as EnemyPlayerShip; if (applyAIShip.Shield.Health < Config.ShieldHealth) applyAIShip.Shield.ShieldRegen(Config.ShieldsPowerupValue); } }
protected override void ApplyPowerup(Ship ship) { //new EffectNode(Config.LightningSpriteSheet, this.Position); PlayerShip applyShip; applyShip = ship.GetRoot() as PlayerShip; //for (int i = Enemy.Enemies.Count - 1; i >= 0; i--) //{ // ProjectileBulletGreenBeam.FireBullet(Vector2.Normalize(Enemy.Enemies[i].Position - applyShip.Position), applyShip.Position); //} //for (int i = Enemy.Enemies.Count - 1; i >= 0; i--) //{ // ProjectileBulletGreenBeam.FireBullet(Vector2.Normalize(Enemy.Enemies[i].Position - applyShip.Position), applyShip.Position); //} //for (int i = Enemy.Enemies.Count - 1; i >= 0; i--) //{ // ProjectileBulletGreenBeam.FireBullet(Vector2.Normalize(Enemy.Enemies[i].Position - applyShip.Position), applyShip.Position); //} //for (int i = Enemy.Enemies.Count - 1; i >= 0; i--) //{ // ProjectileBulletGreenBeam.FireBullet(Vector2.Normalize(Enemy.Enemies[i].Position - applyShip.Position), applyShip.Position); //} //for (int i = Enemy.Enemies.Count - 1; i >= 0; i--) //{ // ProjectileBulletGreenBeam.FireBullet(Vector2.Normalize(Enemy.Enemies[i].Position - applyShip.Position), applyShip.Position); //} //AoEWeaponBurstWave tempWeapon = new AoEWeaponBurstWave(applyShip, 0, 200, 50f); AoEWeaponBurstWave tempWeapon = new AoEWeaponBurstWave(applyShip, 0, 100, 50f); tempWeapon.StartFire(); }
protected override void ApplyPowerup(Ship ship) { PlayerShip applyShip; //EnemyPlayerShip applyAIShip; if (ship == Player.Ship) { if (Config.SoundFXOn) GameStateManagementGame.Instance.soundManager.PlaySound("FX1", 0.7f); applyShip = ship.GetRoot() as PlayerShip; applyShip.laserDefence += 5; } if (ship == Player.EnemyPlayer) { } }