public WaterBullet( string spr, int x, int y ) { pos = new Vector2( x, y ); realpos = (Vector2f)pos; sprite = "~"; color = 1; }
public ExplodeyBullet( string spr, int x, int y ) { pos = new Vector2( x, y ); realpos = (Vector2f)pos; // Heh, unicode BULLET ;) color = 5; sprite = "*"; attrs = Attrs.BOLD; }
public override void Update( double dt ) { realpos = realpos + direction; pos = (Vector2)realpos; Dingo dog = World.GetDog( pos ); if ( dog != null ) { dog.Kill(); Kill(); return; } if ( !World.Passable( pos ) ) { Kill(); return; } }
public override void Update( double dt ) { realpos = realpos + direction; pos = (Vector2)realpos; Dingo dog = World.GetDog( pos ); if ( dog != null ) { dog.Kill(); World.AddDynamicEntity( new Explosion( "*", pos.x, pos.y ) ); Kill(); return; } if ( !World.Passable( pos ) ) { World.AddDynamicEntity( new Explosion( "*", pos.x, pos.y ) ); Kill(); return; } }
public void Shoot( Vector2f dir ) { switch( gun ) { case "Water Gun": { WaterBullet b = new WaterBullet( "~", pos.x, pos.y ); b.direction = dir; World.AddDynamicEntity( b ); break; } case "Cannon Gun": { Bullet b = new Bullet( "~", pos.x, pos.y ); b.direction = dir; World.AddDynamicEntity( b ); break; } case "Confetti Gun": { ExplodeyBullet b = new ExplodeyBullet( "*", pos.x, pos.y ); b.direction = dir; World.AddDynamicEntity( b ); break; } } }
public double Distance( Vector2f b ) { double dx = x-b.x; double dy = y-b.y; return Math.Sqrt( dx*dx + dy*dy ); }