public PowerupBrush(Powerup powerup, Color color) { this.color = color; this.powerup = powerup; this.powerup.PowerupExpired += new System.EventHandler(powerup_PowerupExpired); this.InitializeComponent(); this.Loaded += new RoutedEventHandler(PowerupBrush_Loaded); }
public PowerupAcquiredEventArgs(Vehicle vehicle, Powerup powerup) { this.Vehicle = vehicle; this.Powerup = powerup; }
public static void ApplyPowerup(Player player, Vehicle vehicle, Powerup powerup) { if (powerup is RateOfFirePowerup) { Player.ApplyRateOfFirePowerup(vehicle, powerup as RateOfFirePowerup); } else if (powerup is MaxHealthPowerup) { Player.ApplyMaxHealthPowerup(vehicle, powerup as MaxHealthPowerup); } else if (powerup is HealthPowerup) { Player.ApplyHealthPowerup(vehicle, powerup as HealthPowerup); } else if (powerup is UziPowerup && player != null) { Player.ApplyUziPowerup(player, vehicle, powerup as UziPowerup); } else if (powerup is LlamaGunPowerup && player != null) { Player.ApplyLlamaGunPowerup(player, vehicle, powerup as LlamaGunPowerup); } else if (powerup is DamagePowerup) { Player.ApplyDamageBonusPowerup(vehicle, powerup as DamagePowerup); } else if (powerup is AccuracyPowerup) { Player.ApplyAccuracyPowerup(vehicle, powerup as AccuracyPowerup); } else if (powerup is BurstPowerup) { Player.ApplyBurstPowerup(vehicle, powerup as BurstPowerup); } }
public static void ApplyPowerup(Player player, List<Vehicle> vehicles, Powerup powerup) { foreach (Vehicle vehicle in vehicles) { Player.ApplyPowerup(player, vehicle, powerup); } }
void FloatPowerup(Powerup powerup) { powerup.Body.ApplyForce(new Vector2(0, -2570)); }
protected void RegisterPowerup(Powerup powerup) { this.powerups.Add(powerup); powerup.PowerupAcquired += new EventHandler<PowerupAcquiredEventArgs>(powerup_PowerupAcquired); if (this.PowerupCreated != null) { this.PowerupCreated(this, new PowerupEventArgs(powerup)); } }