コード例 #1
0
 public StandardPlayer(Texture2D playerTexture, Texture2D bulletTexture, Keybindings keys)
     : base(playerTexture, new Color(40, 200, 40), Battle.BattleManager.PlayerBounds.Center, Scale * RadiusPerScale, keys, Battle.BattleManager.BulletBounds, VelocityFocused, 150, VelocityFocused * 0.03F, Scale)
 {
     BulletSpawners.Add(new BulletSpawner(a => { return(new Bullet(bulletTexture, BulletColor, BulletRadius, Position, Utils.VectorFromSize(BulletSpeed, Math.PI * 1.5), new Vector2(0, 0), BulletScale, (float)Math.PI * 2.0F)); }, Bullets, BulletsHowOften));
     BulletSpawners.Add(new BulletSpawner(a => { return(new Bullet(bulletTexture, BulletColor, BulletRadius, Position, Utils.VectorFromSize(BulletSpeed, Math.PI * 1.55), new Vector2(0, 0), BulletScale, (float)Math.PI * 2.05F)); }, Bullets, BulletsHowOften));
     BulletSpawners.Add(new BulletSpawner(a => { return(new Bullet(bulletTexture, BulletColor, BulletRadius, Position, Utils.VectorFromSize(BulletSpeed, Math.PI * 1.45), new Vector2(0, 0), BulletScale, (float)Math.PI * 1.95F)); }, Bullets, BulletsHowOften));
     BulletSpawners.Add(new BulletSpawner(a => { return(new Bullet(bulletTexture, BulletColor, BulletRadius, Position, Utils.VectorFromSize(BulletSpeed, Math.PI * 1.40), new Vector2(0, 0), BulletScale, (float)Math.PI * 1.90F)); }, Bullets, BulletsHowOften));
     BulletSpawners.Add(new BulletSpawner(a => { return(new Bullet(bulletTexture, BulletColor, BulletRadius, Position, Utils.VectorFromSize(BulletSpeed, Math.PI * 1.60), new Vector2(0, 0), BulletScale, (float)Math.PI * 2.1F)); }, Bullets, BulletsHowOften));
 }
コード例 #2
0
ファイル: Player.cs プロジェクト: HannesHaglund/Shootemup
 public Player(Texture2D texture, Color color, Vector2 position, float radius, Keybindings bindings, RectangleF bulletDestroyBounds, float movementVelocityUnfocused, float movementVelocityFocused, float angularVelocity, float scale = DefaultScale, float rotation = DefaultRotation)
     : base(texture, position, radius, scale, rotation, false)
 {
     Bullets          = new BulletGroup(bulletDestroyBounds);
     BulletSpawners   = new List <BulletSpawner>();
     _angularVelocity = angularVelocity;
     Bindings         = bindings;
     _movementVelocityUnfocusedSize = movementVelocityUnfocused;
     _movementVelocityFocusedSize   = movementVelocityFocused;
     Sprite.Color = color;
 }