public Minigun(Player owner) : base(owner) { Damage = -15; Game.Sounds.Prepare(ref SFX_Shoot, "PistolShot", 100, 0.5f); }
public Bullet(Player owner, Vector direction, double damage) : base(Sorting.Group, "Bullets", 3) { Shape = new CircleShape(BodyRadius, 3); Shape.FillColor = BodyColor; Shape.Origin = new Vector2f(BodyRadius, BodyRadius); Direction = direction; Position = owner.Position + direction * Player.BodyRadius; Damage = damage; }
public Flame(Player owner, Vector direction, double damage) : base(Sorting.Group, "Flames", 0) { Owner = owner; BodyShape = new CircleShape(BodyRadius, 5); BodyShape.FillColor = BodyColor; BodyShape.Origin = new Vector2f(BodyRadius, BodyRadius); Direction = direction; Position = owner.Position + direction * Player.BodyRadius; Damage = damage; Game.Sounds.Prepare(ref SFX_FireLoop, "Campfire"); }
public Flamer(Player owner) : base(owner) { Damage = -0.5; Game.Sounds.Prepare(ref SFX_Shoot, "LargeFireball", 25); }
private void ApplyEffect(Player player) { switch (Type) { case PowerupType.Health: player.OffsetHealth(Amount); break; default: break; } }
public Weapon(Player owner) { Owner = owner; }