public PlayerImageBullet(UserSprite pa, CoroutineFunction<UserSprite, PlayerBullet> op, int i, int s) { Parent = pa; SpecialOperation = op(Parent, this); Image = i; IsImageLoaded = true; Strength = s; CollisionRadius = 8; }
public CharacterBullet(EnemyUser parent, CoroutineFunction<UserSprite, Bullet> op, char c) { Parent = parent; MyKind = ObjectKind.EnemyBullet; TargetKind = ObjectKind.Player; Operation = op(Parent, this); Character = c; Size = 20; HomeX = buffered.Width / 2.0; HomeY = buffered.Height / 2.0; CollisionRadius = 4; GrazeRadius = 8; }
public EnemyUser(SceneGame sc, CoroutineFunction<EnemyUser> op, Status s) : this() { Game = sc; SourceStatus = s; SourceUser = s.User; Operation = op(this); TotalHealth = Health = 1000 + (SourceStatus.User.StatusesCount / 10) + (DateTime.Now - SourceStatus.User.CreatedAt.LocalDateTime).Days * 3; Task.Run(() => { Image = UserImageManager.GetUserImage(SourceStatus.User); IsImageLoaded = true; }); }
public PlayerUser(SceneGame sc, UserInformation u, CoroutineFunction<PlayerUser> mop, CoroutineFunction<PlayerUser> sop, PlayerInputMethod im) { info = u; game = sc; ipmet = im; SourceUser = u.SourceUser; MovingOperation = mop(this); ShotOperation = sop(this); MyKind = ObjectKind.Player; DamageKind = ObjectKind.Enemy | ObjectKind.EnemyBullet; CollisionRadius = u.CollisionRadius; GrazeRadius = CollisionRadius * 1.5; ShotStrength = u.ShotStrength; ShotInterval = 2; Operatable = true; HasCollision = true; GrazePoint = u.GrazePoints; Task.Run(() => { Image = UserImageManager.GetUserImage(SourceUser); IsImageLoaded = true; }); }
public static Coroutine Start(CoroutineFunction func) { return(new Coroutine(CoroutineCaller.StartCoroutine(func()))); }
public LinearLaser(EnemyUser par, CoroutineFunction<UserSprite, LinearLaser> op, double thickness, int img) { Parent = par; Image = img; CollisionRadius = thickness; Thickness = thickness; Operation = op(par, this); }
public CurveLaser(EnemyUser par, ICurve curve, CoroutineFunction<UserSprite, CurveLaser> op, double col, CurveLaserImage img) { Parent = par; LaserImage = img; CollisionRadius = col; Thickness = col; Operation = op(par, this); Curve = curve.Points.ToList(); }
public CurveCharacterLaser(EnemyUser par, ICurve curve, CoroutineFunction<UserSprite, CurveLaser> op, Status st) : base(par, curve, op, 0, null) { CollisionRadius = 4; GrazeRadius = 8; SourceStatus = st; Letters = st.Text.Select(p => { LetterInformation info; CommonObjects.TextureFontBullet.Letters.TryGetValue(p, out info); return info; }).ToArray(); }
public void ApplySpecialOperation(CoroutineFunction<AdditionalCoroutineSprite> pat) { SpecialOperation = pat(this); }
public void AddSubOperation(CoroutineFunction<AdditionalCoroutineSprite> pat) { if (taken) { operations.Add(pat(this)); } else { bufop.Add(pat(this)); } }
public CoroutineSprite(CoroutineFunction<CoroutineSprite> op) { Operation = op(this); }
public PlayerLinearLaser(UserSprite par, CoroutineFunction<UserSprite, PlayerLinearLaser> op, double thickness, int img) { Parent = par; Image = img; CollisionRadius = thickness; Thickness = thickness; SpecialOperation = op(par, this); }