public Tank(Vector2 position) : base(position) { Size = Settings.TankSize; ani = new Animation(new Rectangle(0, (int)(Size.Y * 2), (int)Size.X, (int)Size.Y), 10); ani.Delay = (int)(17 / Settings.TankSpeed) * 3; Direction = new Vector2(1, 0); TurretDirection = new Vector2(1, 0); TurretSourceRectangle = new Rectangle(0, (int)(Size.Y * 3), (int)Size.X, (int)Size.Y); BulletType = Projectile.Type.REGULAR; bulletTimer = 0; ReloadTime = Settings.BulletReloadTime; Color = Color.White; Speed = Settings.TankSpeed; ammo = 500; //Effects SmokePuffPuff = new ParticleEffect(); SmokePuffPuff.Texture = Settings.TextureParticle; SmokePuffPuff.Color = Color.Black; SmokePuffPuff.Size = 20; SmokePuffPuff.NumberOfParticles = 15; SmokePuffPuff.SpeedGenerator = new Vector2(.1f,.5f); BurnBabyBurn = new ParticleEffect(); BurnBabyBurn.Texture = Settings.TextureParticle; BurnBabyBurn.Color = Color.OrangeRed; BurnBabyBurn.Size = SmokePuffPuff.Size*.5f; BurnBabyBurn.NumberOfParticles = 5; BurnBabyBurn.SpeedGenerator = SmokePuffPuff.SpeedGenerator*.5f; }
public TanksGame(Controller controller) { //Initialize gameState = GameState.PLAYING; LoadContent(); particleEngine = new ParticleEffect(); this.controller = controller; player1.PlayerID = controller.PlayerID; }
public GrenadeMissile(Vector2 Position, Vector2 Direction) : base(Position, Direction) { SourceRectangle = new Rectangle((int)(Size.Y * (int)1), (int)(Size.Y * 4), (int)Size.X, (int)Size.Y); Damage *= 1.5f; Speed *= 1.5f; smokeTrail = new ParticleEffect(); smokeTrail.Texture = Settings.TextureParticle; smokeTrail.Size = 5; smokeTrail.NumberOfParticles = 3; smokeTrail.SpeedGenerator = new Vector2(0.1f, 0.2f); }
public TanksGame() { gameState = GameState.PLAYING; LoadContent(); particleEngine = new ParticleEffect(); }