public Laser(GameplayScreen gameplayScreen, GameCharacter owner) : base(gameplayScreen, owner) { beam = new BasicPrimitives(gamePlayScreen.ScreenManager.GraphicsDevice); //Default beam colour can be changed with public property LaserColour = new Color(255, 255, 255, 180); LaserThickness = 2; coolDownTime = 3.5; coolDownElapsed = 0; burstDuration = 1.5; dps = 20; }
public static void AddEnemy(GameplayScreen gameplayScreen, string name, Vector2 position, GameCharacter target) { if(name.StartsWith("Gr")) { var g = new Grunt(gameplayScreen){Center = position}; g.Initialize(); g.Name = name; if(target != null) g.Target = target; _enemies.Add(g); } else if(name.StartsWith("So")) { var m = new Soldier(gameplayScreen) { Center = position }; m.Initialize(); m.Name = name; m.Target = target; _enemies.Add(m); NumSoldiers += 1; } else if(name.StartsWith("Sp")) { var s = new Spawner(gameplayScreen) { Center = position }; s.Initialize(); s.Name = name; s.Target = target; _enemies.Add(s); } else if(name.StartsWith("Bo")) { _boss = new Boss(gameplayScreen) { Center = position }; _boss.Initialize(); _boss.Name = name; NumBosses++; _boss.Target = target; _enemies.Add(_boss); _boss.Died += new DeathEventHandler(_boss_Died); } }
protected ProjectileWeapon(GameplayScreen gameplayScreen, GameCharacter owner) : base(gameplayScreen, owner) { ammo = new List<Projectile>(); }