public StillInvisibleProjectile(Vector2 POS, Vector2 DIMS, AttackableObject OWNER, Vector2 TARGET, int MSEC)
            : base("2d\\Misc\\bar", POS, DIMS, OWNER, TARGET)
        {
            ticks       = 3;
            currentTick = 0;

            timer = new McTimer(MSEC);
        }
Exemple #2
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        public Skill(AttackableObject OWNER)
        {
            active = false;
            done   = false;

            owner = OWNER;

            targetEffect = new TargetingCircle(new Vector2(0, 0), new Vector2(150, 150));
        }
        public virtual void GetHit(AttackableObject ATTACKER, float DAMAGE)
        {
            health -= DAMAGE;
            if (health <= 0)
            {
                dead = true;

                GameGlobals.PassGold(new PlayerValuePacket(ATTACKER.ownerId, killValue));
            }
        }
        public Projectile2d(string PATH, Vector2 POS, Vector2 DIMS, AttackableObject OWNER, Vector2 TARGET)
            : base(PATH, POS, DIMS)
        {
            done  = false;
            speed = 5.0f;
            owner = OWNER;

            direction = TARGET - owner.pos;
            direction.Normalize();

            rot = Globals.RotateTowards(pos, new Vector2(TARGET.X, TARGET.Y));

            timer = new McTimer(1500);
        }
Exemple #5
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 public Blink(AttackableObject OWNER) : base(OWNER)
 {
     targetEffect = null;
 }
 public FlameWave(AttackableObject OWNER) : base(OWNER)
 {
 }
 public FlameWaveProjectile(Vector2 POS, AttackableObject OWNER, Vector2 TARGET, int MSEC)
     : base(POS, new Vector2(150, 150), OWNER, TARGET, MSEC)
 {
     GameGlobals.PassEffect(new FlameCircle(new Vector2(POS.X, POS.Y), new Vector2(dims.X, dims.Y), MSEC));
 }