public Legion(Vector2 position) : base(position) { Tesseract.Engine.GameWorld.GameState.InstantiateCurrent(new StoryElement(LevelManager.world.Reward)); body = new TriangleBody(0, null); Position = position; speed = 1f; health = 5; spawnTime = 0; this.Invulnerable = true; fire = ContentManager.Load<SoundEffect>("Sound/BigShot04"); Halderon = new SphereCollider(); this.OnHit += (o, e) => { if (!this.Invulnerable) { for(int i = 0; i < 8; ++i) { Vector2 circle = new Vector2((float)Math.Sin(i / 8f * 6.28f), (float)Math.Cos(i / 8f * 6.28f)) / 5f; Tesseract.Engine.GameWorld.GameState.InstantiateCurrent(new EnemyMelee(this.Position + circle, (int)TesseractWorldManager.MeleeSubtype.Chaser)); } } }; radius = .6f; }
public VampireBullet(Vector2 Position, float speed, Blutsauger Parent) { this.Position = Position; this.speed = speed; this.touch = new SphereCollider(); this.touch.Radius = this.radius; this.parent = Parent; }
public Enemy(Vector2 pos) { Position = pos; texture = ContentManager.Load<Texture2D>("Player.png"); speed = 0.75f; Health = 5; Collider = new SphereCollider(); Collider.Radius = 0.1f; }
public Enemy(Vector2 pos) { Position = pos; texture = ContentManager.Load<Texture2D>("Player.png"); speed = 0.75f; if (Health == 0) Health = 5; Collider = new SphereCollider(); Collider.Radius = 0.1f; radius = Collider.Radius; Invulnerable = false; }
public Blutsauger(Vector2 pos) { fire = ContentManager.Load<SoundEffect>("Sound/BigShot04"); Position = pos; speed = 1f; health = 10; Halderon = new SphereCollider(); Halderon.Radius = .4f; radius = Halderon.Radius; shootyTime = 0; cooldown = 0; this.OnHit += (o, e) => { cooldown = .25f; this.Invulnerable = true; }; }
public Blutsauger(Vector2 pos) { Tesseract.Engine.GameWorld.GameState.InstantiateCurrent(new StoryElement(LevelManager.world.Reward)); fire = ContentManager.Load<SoundEffect>("Sound/BigShot04"); Position = pos; speed = 1f; health = 10; Halderon = new SphereCollider(); Halderon.Radius = .4f; radius = Halderon.Radius; shootyTime = 0; cooldown = 0; this.OnHit += (o, e) => { cooldown = .25f; this.Invulnerable = true; }; }
public Player() { texture = ContentManager.Load<Texture2D>("Player.png"); //unused scoreFont=ContentManager.Load<SpriteFont>("ScoreFont"); //hit = ContentManager.Load<SoundEffect>("Audio/player_hit.mp3"); //upgradeLife = ContentManager.Load<SoundEffect>("Audio/player_upgrade_life.mp3"); //upgradeWeaponDamage = ContentManager.Load<SoundEffect>("Audio/player_upgrade_weapon_damage.mp3"); //upgradeWeaponSpeed = ContentManager.Load<SoundEffect>("Audio/player_upgrade_weapon_speed.mp3"); //upgradeWeaponSpread = ContentManager.Load<SoundEffect>("Audio/player_upgrade_weapon_spread.mp3"); fire = ContentManager.Load<SoundEffect>("Sound/Shot07"); Position = new Vector2(-0.75f,0); Tesseract.Engine.HighscoreHandler.score = 0; speed = 1.0f;//player speed Health = 3; weapon = new Weapons.BasicWeapon(); Collider = new SphereCollider(); Collider.Radius = 0.075f; lifeTime = 0; }