/// <summary> /// Weapon constructor /// </summary> public Weapon(GameCharacter weaponUser) : base() { weaponWielder = weaponUser; LoadContent(); }
public CharacterStateMachine(GameCharacter character) { Character = character; Reset(); }
/// <summary> /// Gun constructor /// </summary> public Gun(GameCharacter theShooter) : base(theShooter) { CanFire = true; }
public State(CharacterStateMachine sm) { this.sm = sm; character = sm.Character; }
public PhysicsEngine(GameCharacter gameChar) { character = gameChar; }
/// <summary> /// Constructs a new Enemy. /// </summary> public HeroSpeedGun(GameCharacter theShooter) : base(theShooter) { bulletSpeed = 20.0f; attackRate = 12; }
/// <summary> /// Constructs a new Enemy. /// </summary> public HeroStrengthGun(GameCharacter theShooter) : base(theShooter) { bulletSpeed = 5.0f; attackRate = 2; }
/// <summary> /// Constructs a new Enemy. /// </summary> public HeroFlightGun(GameCharacter theShooter) : base(theShooter) { bulletSpeed = 15.0f; attackRate = 3; }
/// <summary> /// Constructs a new Enemy. /// </summary> public HeroGun(GameCharacter theShooter) : base(theShooter) { // Set this hero gun to 5 bullets per s in automatic mode. attackRate = 5; }
/// <summary> /// Called when the activeHero is hit by an enemy. /// </summary> /// <param name="hitBy"> /// The enemy who hit the activeHero. This is null if the activeHero was not hit by an /// enemy, such as when a activeHero hits or is hit by a hazard. /// </param> private void OnHeroHit(GameCharacter hitBy) { ActiveHero.OnHit(hitBy); }
/// <summary> /// Constructs a new Enemy. /// </summary> public EnemyGun(GameCharacter theShooter) : base(theShooter) { // set enemy's gun to fire bullets at 1 per sec attackRate = 2; }