public FlameProjectile(Vector2 velocity, Vector2 position, object from, short damage) : base(velocity, position, from, damage) { _hurtTimer = new Timer(25, true); _trailTimer = new Timer(150, true); _oldInterpol = _oldPosition; _trail = new RibbonTrail(position, _velocity, 16, 32, 1, Game1.Textures["RibbonFire"], null, Game1.Textures["RibbonFire"]); }
public Rocket(Vector2 velocity, Vector2 position, object from, short damage) : base(velocity, position, from, damage) { _oldInterpol = position; _offset = Vector2.Normalize(velocity) * 32; _timeTrail = new Timer(50, true); _InWater = false; _bubbleTime = new Timer(50, true); _trail = new RibbonTrail(position, _velocity, 16, 32, 1, Game1.Textures["RibbonSmoke"], Game1.Textures["ribbonSmokeNormal"] /*, Game1.Textures["RibbonSmokeLight"]*/); }
public ParticleSpark(Vector2 position) { Boundary = new RectangleF(new Vector2(2), position - new Vector2(1)); _resolver = new CollisionResolver(Globals.TileSize); _alpha = 1f; _resolver.move(ref _velocity, new Vector2(2f), Boundary, 0f, new Vector2(0f), new Vector2(0.01f), new Vector2(0.5f), Game1.mapLive.MapMovables, 0.00f); _trail = new RibbonTrail(Boundary.Origin, _velocity, 4, 2, 1, Game1.Textures["RibbonSpark"], null, Game1.Textures["RibbonSpark"]); _velocity = new Vector2((float)Globals.GlobalRandom.NextDouble() - 0.5f, (float)Globals.GlobalRandom.NextDouble() - 0.5f); }