public override void EnemyDestroy() { base.EnemyDestroy(); BaseExplosion baseExplosion = new BaseExplosion(Position, enemyColor, 180); baseExplosion.Damage = 120; baseExplosion.DamagePercentage = 20; OGE.CurrentWorld.AddEntity(baseExplosion); }
public override void DestroyBulletMaxRange() { BaseExplosion baseExplosion = new BaseExplosion(Position, ExplosionColor, ExplosionRadius); baseExplosion.FriendlyExplosion = true; baseExplosion.Damage = damage; baseExplosion.DamagePercentage = ExplosionPower; OGE.CurrentWorld.AddEntity(baseExplosion); base.DestroyBulletMaxRange(); }
public override void ApplyBonus(PlayerEntity player) { base.ApplyBonus(player); BaseExplosion explosion = new BaseExplosion(Position, new Color(20, 80, 140), 300); explosion.FriendlyExplosion = true; explosion.Damage = 100; explosion.DamagePercentage = 0.1f; OGE.CurrentWorld.AddEntity(explosion); }
public override void DestroyBulletMaxRange() { BaseExplosion baseExplosion = new BaseExplosion(Position, ExplosionColor, ExplosionRadius); baseExplosion.FriendlyExplosion = true; baseExplosion.Damage = damage; baseExplosion.DamagePercentage = ExplosionPower; OGE.CurrentWorld.AddEntity(baseExplosion); GrenadeBullet bullet; Random random = OGE.Random; int startingAngle = OGE.Random.Next(360); int numberOfGrenades = 3; for (int i = 0; i < numberOfGrenades; i++) { float currentDirection = (startingAngle + i * 360.0f / numberOfGrenades) + OGE.Random.Next(10) - 5; bullet = new GrenadeBullet(Position, (float)(baseSpeed * (1 - 0.1 * random.NextDouble())), currentDirection, (float)(grenadeDistance * (1 - 0.5 * random.NextDouble()))); bullet.CurrentImages.Add(new Image(texture)); bullet.CurrentImages[0].OriginX = bullet.CurrentImages[0].Width / 2; bullet.CurrentImages[0].OriginY = bullet.CurrentImages[0].Height / 2; bullet.CurrentImages[0].Angle = currentDirection; bullet.CurrentImages[0].Scale = 0.5f; bullet.AddCollisionMask(baseMask.Clone()); OGE.CurrentWorld.AddEntity(bullet); } base.DestroyBulletMaxRange(); }
private void Explode() { BaseExplosion baseExplosion = new BaseExplosion(Position, enemyColor, 200); baseExplosion.Damage = 200; baseExplosion.DamagePercentage = 20; baseExplosion.AdditiveWhite = 0.4f; BossHit(0, 0, 0, true); OGE.CurrentWorld.AddEntity(baseExplosion); }