public Projectile(float x, float y, Vector2 direction, float speed, int radius, float lifespan, int damage, params int[] tags) : base(x, y) { direction.Normalize(); this.velocity = direction * speed; this.lifespan = lifespan; Collider = new CircleCollider(radius, tags); Collider.CenterOrigin(); this.damage = damage; }
public FatFish(float x, float y, bool baby = false) : base(x, y, 10, 0.5f) { if (baby) { // TODO: Set scale } sprite.CenterOrigin(); Graphic = sprite; Collider = new CircleCollider(50, (int)Tags.ENEMY, (int)Tags.FATFISH); Collider.CenterOrigin(); // Initilize velocity values velocity = new Vector2(0, 1); velocity = Util.Rotate(velocity, Rand.Int(0, 360)); minspeed = 2.0f; sprite.Angle = Util.RAD_TO_DEG * (float)Math.Atan2(-velocity.Y, velocity.X) - 90; direction = velocity; }
public Ink(float x, float y, float angle) : base(x, y) { // Init sprite sprite.Add(AnimType.Go, new Anim(new int[] { 0, 1, 2 }, new float[] { 8.0f })); sprite.Play(AnimType.Go); sprite.CenterOrigin(); sprite.Angle = angle; offset = Util.Rotate(offset, sprite.Angle); sprite.OriginX += offset.X; sprite.OriginY += offset.Y; offset.Normalize(); offset *= 2.7f; Graphic = sprite; // Set up collider Collider = new CircleCollider(250, (int)Tags.INK); Collider.CenterOrigin(); // Get that sound snd.Volume = 0.01f; snd.Play(); }