public Weapon(Bullet bulletType, float firerate, Player owner) { BulletType = bulletType; Firerate = firerate; Owner = owner; TimeSinceLastShot = firerate; }
public void BulletImpact(Bullet bullet, GameObject Object) { var enemy = Object as Enemy.Enemy; if (enemy != null && enemy.Dead) { Money += enemy.Bounty; } }
public Bullet(Bullet CopyBullet) { Listeners = new List<IBulletListener>(); HealthChange = CopyBullet.HealthChange; Effect = CopyBullet.Effect.Clone(); isVisible = true; Texture = CopyBullet.Texture; TravelSpeed = CopyBullet.TravelSpeed; Scale = 0.4f; }
public void Shoot(GameTime gameTime) { TimeSinceLastShot += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (!IsDisabled && TimeSinceLastShot >= Firerate) { Bullet newBullet = new Bullet(BulletType); newBullet.Scale = BulletType.Scale; newBullet.Velocity = new Vector2((float)Math.Cos(Owner.Rotation), (float)Math.Sin(Owner.Rotation)) * newBullet.TravelSpeed; newBullet.Position = Owner.Position + new Vector2((float)Math.Cos(Owner.Rotation), (float)Math.Sin(Owner.Rotation)) * 40f; newBullet.Listeners.Add(Owner); LevelController lcon = GameServices.GetService<LevelController>(); lcon.CurrentLevel.AllDrawableGameObjects.Add(newBullet); TimeSinceLastShot = 0; } }
public Player(string name, Vector2 position, Texture2D texture) { Texture = texture; Name = name; Rotation = 0.0f; Position = position; AccelerationRate = 8.0f; RotationRate = 8.0f; Scale = 0.5f; MaxHealthPoints = 1000; HealthPoints = MaxHealthPoints; Money = 0; ContentManager cm = GameServices.GetService<ContentManager>(); Bullet weaponBullet = new Bullet(-30f, 700f, new DisableEffect(2000f), cm.Load<Texture2D>("Textures/bullet")); Weapon = new Weapon(weaponBullet, 100f, this); HealthBar = new HealthBar(this); PlayerControls = ControlsController.GetControls(this); }
public void Reset() { AccelerationRate = 8.0f; RotationRate = 8.0f; MaxHealthPoints = 1000; HealthPoints = MaxHealthPoints; Dead = false; Disabled = false; Money = 0; ContentManager cm = GameServices.GetService<ContentManager>(); Bullet weaponBullet = new Bullet(-30f, 700f, new DisableEffect(2000f), Weapon.BulletType.Texture); Weapon = new Weapon(weaponBullet, 100f, this); }