Esempio n. 1
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 public FlameProjectile(Vector2 velocity, Vector2 position, object from, short damage) : base(velocity, position, from, damage)
 {
     _hurtTimer   = new Timer(25, true);
     _trailTimer  = new Timer(150, true);
     _oldInterpol = _oldPosition;
     _trail       = new RibbonTrail(position, _velocity, 16, 32, 1, Game1.Textures["RibbonFire"], null, Game1.Textures["RibbonFire"]);
 }
Esempio n. 2
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 public Rocket(Vector2 velocity, Vector2 position, object from, short damage) : base(velocity, position, from, damage)
 {
     _oldInterpol = position;
     _offset      = Vector2.Normalize(velocity) * 32;
     _timeTrail   = new Timer(50, true);
     _InWater     = false;
     _bubbleTime  = new Timer(50, true);
     _trail       = new RibbonTrail(position, _velocity, 16, 32, 1, Game1.Textures["RibbonSmoke"], Game1.Textures["ribbonSmokeNormal"] /*, Game1.Textures["RibbonSmokeLight"]*/);
 }
Esempio n. 3
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 public ParticleSpark(Vector2 position)
 {
     Boundary  = new RectangleF(new Vector2(2), position - new Vector2(1));
     _resolver = new CollisionResolver(Globals.TileSize);
     _alpha    = 1f;
     _resolver.move(ref _velocity, new Vector2(2f), Boundary, 0f, new Vector2(0f), new Vector2(0.01f), new Vector2(0.5f), Game1.mapLive.MapMovables, 0.00f);
     _trail    = new RibbonTrail(Boundary.Origin, _velocity, 4, 2, 1, Game1.Textures["RibbonSpark"], null, Game1.Textures["RibbonSpark"]);
     _velocity = new Vector2((float)Globals.GlobalRandom.NextDouble() - 0.5f, (float)Globals.GlobalRandom.NextDouble() - 0.5f);
 }