public Weapon CreateBow() { string name = "Bow"; Vector2 location = new Vector2(0, 0); int collisionRectangleLeniency = 5; Texture2D sprite = weaponSprites.Get("bow1"); float arc = 0f; float stabDistance = 0f; int damage = 0; float knockback = 0; int cooldown = 1000; int timeDisplayed = 100; List <Effect> activeEffects = new List <Effect>(); List <Effect> onHitEffects = new List <Effect>(); Texture2D projectileSprite = projectileSprites.Get("arrow1"); int projectileDamage = 7; float projectileKnockback = 0.30f; int projectileLifetime = 700; float projectileSpeed = 1.0f; int projectileBounces = 0; int projectilePierces = 3; List <Effect> projectileActiveEffects = new List <Effect>(); Weapon weapon = new Weapon(name, location, collisionRectangleLeniency, sprite, arc, stabDistance, damage, knockback, cooldown, timeDisplayed, activeEffects, onHitEffects, projectileSprite, projectileDamage, projectileKnockback, projectileLifetime, projectileSpeed, projectileBounces, projectilePierces, projectileActiveEffects); weapon.ID = 2; return(weapon); }
public Shield CreateThunderStone() { string name = "Thunder Stone"; Texture2D sprite = shieldLoader.Get("thunderStone1"); List <Effect> activeEffects = new List <Effect>(); activeEffects.Add(new Effect(EffectType.Shockwave, 10, 1.0f, projectileLoader.Get("blueBall1"), 5, 400)); int cooldown = 6000; Shield shield = new Shield(name, sprite, activeEffects, cooldown); shield.ID = 3; shield.Type = ShieldType.Close; shield.Tooltip = "Knocks all nearby enemies away from you."; return(shield); }