public GrenadeLauncher(BulletManager bm, Player p) : base(bm, typeof(Grenade), p) { maxClip = 4; reloadTime = 3.2; rateOfFire = 1.2; damage = 0; clip = maxClip; icon = TextureManager.Map["grenade-launcher"]; }
public AssaultRifle(BulletManager bm, Player p) : base(bm, typeof(Bullet), p) { maxClip = 60; reloadTime = 3.0; rateOfFire = 0.05; damage = 0.5f; clip = maxClip; icon = TextureManager.Map["assault-rifle"]; }
public Flamethrower(BulletManager bm, Player p) : base(bm, typeof(Flame), p) { maxClip = 80; reloadTime = 3.0; rateOfFire = 0.07; damage = 0.75f; clip = maxClip; icon = TextureManager.Map["flames"]; }
public Revolver(BulletManager bm, Player p) : base(bm, typeof(Bullet), p) { maxClip = 6; reloadTime = 2.2; rateOfFire = 0.1; damage = 1.5f; clip = maxClip; icon = TextureManager.Map["revolver"]; }
public RocketLauncher(BulletManager bm, Player p) : base(bm, typeof(Rocket), p) { maxClip = 2; reloadTime = 4; rateOfFire = 2; damage = 0; clip = maxClip; icon = TextureManager.Map["rocket-launcher"]; }
public Crossbow(BulletManager bm, Player p) : base(bm, typeof(Arrow), p) { maxClip = 1; reloadTime = 3.0; rateOfFire = 0.0; damage = 3; clip = maxClip; icon = TextureManager.Map["crossbow"]; }
public DartGun(BulletManager bm, Player p) : base(bm, typeof(Dart), p) { maxClip = 3; reloadTime = 1; rateOfFire = 0.3; damage = 0.2f; clip = maxClip; icon = TextureManager.Map["dartgun"]; }
public Pistols(BulletManager bm, Player p, Pistols g = null) : base(bm, typeof(Bullet), p) { maxClip = 12; reloadTime = 1.35; rateOfFire = 0.05; damage = 0.75f; clip = maxClip; secondGun = g; icon = TextureManager.Map["pistols"]; }
public Shotgun(BulletManager bm, Player p) : base(bm, typeof(Shell), p) { maxClip = 6; reloadTime = 1.6; rateOfFire = 0.4; damage = 1.0f; clip = maxClip; numShots = clip; icon = TextureManager.Map["shotgun"]; }
private void RestoreCurse(Player p) { p.statusColor = Color.White; p.statusEffect = StatusEffect.none; }
public bool Overlapping(Player p) { if (Vector2.Distance(p.Position, player.Position) < range) { float minArc = player.Angle - (float)(Math.PI) - arc; float maxArc = player.Angle - (float)(Math.PI) + arc; float direction = (float)Math.Atan2(player.Position.Y - p.Position.Y, player.Position.X - p.Position.X); if (direction > minArc && direction < maxArc) { return true; } } return false; }
public void WarpEffect(Player player) { for (int i = 0; i < 40; i++) { ExplosionParticle p = new ExplosionParticle(player.Position, ParticleType.BlueSmoke); toAddP.Add(p); } }
public Gun(BulletManager bm, Type bt, Player p) { manager = bm; bulletType = bt; player = p; }