public BaseTurret(Game game, SpriteBatch batch, float scale, ProjectileHandler shotHandler)
     : base(game)
 {
     // TODO: Construct any child components here
     this.spriteBatch = batch;
     this.scale = scale;
     this.shotHandler = shotHandler;
 }
 public ProjectileHandler GetNewHandler(DrawableGameComponent emitter)
 {
     if (projectileHandlers.ContainsKey(emitter))
         return projectileHandlers[emitter];
     else
     {
         ProjectileHandler t = new ProjectileHandler(Game, spriteBatch);
         t.Initialize();
         projectileHandlers.Add(emitter, t);
         return t;
     }
 }
Esempio n. 3
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 public ProjectileHandler GetNewHandler(DrawableGameComponent emitter)
 {
     if (projectileHandlers.ContainsKey(emitter))
     {
         return(projectileHandlers[emitter]);
     }
     else
     {
         ProjectileHandler t = new ProjectileHandler(Game, spriteBatch);
         t.Initialize();
         projectileHandlers.Add(emitter, t);
         return(t);
     }
 }
        public TurretDefaultBullet(Game game, SpriteBatch batch, float scale, ProjectileHandler shotHandler)
            : base(game, batch, scale, shotHandler)
        {
            rotation = 0.0f;

            supportedAmmoTypes.Add(Ammo.AmmoDamageType.Bullet);
            currentAmmoType = new AmmoDefaultBullet(game);
            currentAmmoType.Initialize();

            turnSpeed = 0.1f;
            fireRate_spm = 2000.0f;
            accuracy_per = 75.0f;

            ammoMax = 10000;
            ammoCount = 10000;
            isAmmoUnlimited = false;

            ammoSpeedModifier = 1.0f;
            ammoDamageModifier = 1.0f;
            ammoAccelerationModifier = 1.0f;
            ammoLifetimeModifier = 1.0f;
        }