public override void Attack(GameObject target, ContentManager content, ProjectileManager projMan) { Vector2 corrected = Vector2.Add(position, new Vector2(16, 16)); for (int x = 0; x < 4; x++) { Fireball projectile = new Fireball(corrected, 0, this, 1, 0); Vector2 direction = MovementManager.getNormalizedVector(projectile.position, circleFire(x)); projectile.setDestination(direction, circleFire(x)); projectile.LoadContent(content); projMan.proj.Add(projectile); } }
// On skill key press, conjur a fireball and send it to target location // TyNote: Create a fireball unit and set destination to target location (not homing). Dies on first collision or at end of path. // TyDo: Fireball has a life timer // TyDo: Make this a spell. For now, it's implemented as the autoattack public void fireball(ProjectileManager projMan, ContentManager content, GameObject target, Vector2 destination) { Fireball fireballTest = null; if (!fireballTimer.Enabled) { fireballTimer.Start(); fireballTest = new Fireball(this.position,10, target, 1, 0); this.myArrow = fireballTest; Vector2 direction = MovementManager.getNormalizedVector(this.position, destination); fireballTest.setDestination(direction, destination); fireballTest.LoadContent(content); projMan.proj.Add(fireballTest); this.animateState = "attack"; this.animateTime = 0; } }
// On skill key press, conjur a fireball and send it to target location // TyNote: Create a fireball unit and set destination to target location (not homing). Dies on first collision or at end of path. // TyDo: Fireball has a life timer // TyDo: Make this a spell. For now, it's implemented as the autoattack public void fireball(ProjectileManager projMan, ContentManager content, GameObject target, Vector2 destination) { Fireball fireballTest = null; if (!fireballTimer.Enabled) { fireballTimer.Start(); fireballTest = new Fireball(this.position, 10, target, 1, 0); this.myArrow = fireballTest; Vector2 direction = MovementManager.getNormalizedVector(this.position, destination); fireballTest.setDestination(direction, destination); fireballTest.LoadContent(content); projMan.proj.Add(fireballTest); this.animateState = "attack"; this.animateTime = 0; } }