public GPChain(Vector2 position, GPlayer shoot, GEnemy target, List<GEnemy> list) : base(position, 14, Vector2.Zero, shoot) { tar = target; list.Add(tar); tag = list; bolt = new LightningBolt(pos, tar.pos); }
public GPPiercing(Vector2 position, Vector2 direction, GPlayer shoot) : base(position, 6, direction, shoot) { tag = new List<GameObj>(); }
public GPArc(Vector2 position, Vector2 direction, GPlayer shoot) : base(position, 5, direction, shoot) { }
public GPRain(Vector2 position, Vector2 direction, GPlayer shoot) : base(position, 0, direction, shoot) { }
public GPRainA(Vector2 position, Vector2 direction, GPlayer shoot) : base(position, 12, direction, shoot) { dir = (float)(PaintKiller.rand.NextDouble() * 2 - 1); }
public GPWave(Vector2 position, Vector2 direction, GPlayer shoot) : base(position, 41, direction, shoot) { tag = new List<GameObj>(); }
public GProjectile(Vector2 position, short radius, Vector2 direction, GPlayer shoot) : base(position, radius) { spd = direction; shooter = shoot; UpdateAngle(); }
public GPShard(Vector2 position, Vector2 direction, GPlayer shoot) : base(position, 6, direction, shoot) { }