private float mass; //it's here for futher use maybe. In the futher a projectile can hurt and not only kill. It's power will be computet by mass*speed. //TODO: BUGS. //1. GO THROUGH PIPES. public Projectile(Texture2D textureFacingRight, Texture2D textureFacingLeft, RangedWeapon wpnThatShotThis, float mass, float scale, Floor flr, Mario mrio) : base(new List <Texture2D> { textureFacingRight }, new List <Texture2D> { textureFacingLeft }, LocationForNewBullet(mrio, wpnThatShotThis, textureFacingRight), scale, true, 0, 0, MAX_SPEED_FOR_BULLET, flr, new AlwaysStayStrategy()) { this.wpnThatShotThis = wpnThatShotThis; this.mass = mass; this.mrio = mrio; speedX = mrio.IsFacingRight() ? wpnThatShotThis.ShootingPower : -wpnThatShotThis.ShootingPower; currentTexture = mrio.IsFacingRight() ? textureFacingRight : textureFacingLeft; isFlipped = !mrio.IsFacingRight(); }
public PistolBullet(Texture2D textureFacingRight, Texture2D textureFacingLeft, RangedWeapon wpnThatShotThis, Floor flr, Mario mrio) : base(textureFacingRight, textureFacingLeft, wpnThatShotThis, MASS, 1, flr, mrio) { }