public EnemyTank(Game1 _game, Texture2D _tankTexture, Vector2 _location, Vector2 _speed, float _rotation,
                  int _strength, int _lives) : base(_game, _tankTexture, _location, _speed, _rotation, 100, Color.Red, _lives)
 {
     strength        = _strength;
     targetDirection = DOWN;
     deathParticles  = new ParticleSpray(location, game, player, tankTexture, Color.Gray, 0);
 }
Exemple #2
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 public StaticTank(Game1 _game, Texture2D _tankTexture, Vector2 _location, Vector2 _speed, float _rotation,
                   int _strength, int _lives) : base(_game, _tankTexture, _location, _speed, _rotation, _strength, _lives)
 {
     deathParticles = new ParticleSpray(location, game, player, tankTexture, Color.Green, 0);
     tankRect       = new Rectangle((int)location.X - tankTexture.Width / 2,
                                    (int)location.Y - tankTexture.Height / 2, tankTexture.Width, tankTexture.Height);
     targetDirection = DOWN;
     spriteFont      = game.Content.Load <SpriteFont>("score");
 }
Exemple #3
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 public void Respawn(Vector2 _location)
 {
     if (!alive)
     {
         location         = _location;
         lives            = 3;
         respawnParticles = new ParticleSpray(location, game, player, tankTexture, Color.Blue, 2);
         alive            = true;
     }
 }
Exemple #4
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 public virtual void Die()
 {
     if (alive)
     {
         deathParticles = new ParticleSpray(location, game, player, tankTexture, Color.Green, 2);
         alive          = false;
         location       = new Vector2(-100, -100);
         updateRectangleLocation();
     }
 }
 public KamikazeTank(Game1 _game, Texture2D _tankTexture, Vector2 _location, Vector2 _speed, float _rotation,
                     int _strength, int _lives) : base(_game, _tankTexture, _location, _speed, _rotation, _strength, _lives)
 {
     initSpeed        = speed;
     rotation         = _rotation;
     origin           = new Vector2(tankTexture.Width / 2f, tankTexture.Height / 2f);
     respawnParticles = new ParticleSpray(location, game, player, tankTexture, Color.Gray, 0);
     deathParticles   = new ParticleSpray(location, game, player, tankTexture, Color.Gray, 0);
     tankRect         = new Rectangle((int)location.X - tankTexture.Width / 2,
                                      (int)location.Y - tankTexture.Height / 2, tankTexture.Width, tankTexture.Height);
     targetDirection = DOWN;
 }
Exemple #6
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 public virtual void Hit()
 {
     lives -= 1;
     if (lives < 1)
     {
         Die();
     }
     else
     {
         hitParticles = new ParticleSpray(location, game, player, tankTexture, Color.Firebrick, 2, 5);
     }
 }
Exemple #7
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 public Tank(Game1 _game, Texture2D _tankTexture, Vector2 _location, Vector2 _speed, float _rotation,
             int _player, Color _color, int _lives)
 {
     tankTexture      = _tankTexture;
     location         = _location;
     startingLocation = _location;
     speed            = _speed;
     rotation         = _rotation;
     origin           = new Vector2(tankTexture.Width / 2f, tankTexture.Height / 2f);
     game             = _game;
     player           = _player;
     scale            = 1f;
     alive            = true;
     lives            = _lives;
     color            = _color;
     respawnParticles = new ParticleSpray(location, game, player, tankTexture, Color.Firebrick, 0);
     deathParticles   = new ParticleSpray(location, game, player, tankTexture, Color.Green, 0);
     hitParticles     = new ParticleSpray(location, game, player, tankTexture, Color.Silver, 0);
     tankRect         = new Rectangle((int)location.X - tankTexture.Width / 2,
                                      (int)location.Y - tankTexture.Height / 2, tankTexture.Width, tankTexture.Height);
 }