public DubstepGun(float xval, float yval) : base(xval, yval) { PlayBinding = new StateBinding("Playing"); _bio = "Plays generic dubstep loop and destroys everything"; _editorName = "Dubstep Gun"; ammo = LoopTimings.Length + Rando.Int(-5, 5); _ammoType = new ATGrenade(); _type = "gun"; sprite = new SpriteMap(DuckUtils.GetAsset("weapons/dubstep_gun.png"), 16, 16); sprite.AddAnimation("anim", Maths.IncFrameTimer() * 4f, true, 0, 1, 2, 3); sprite.SetAnimation("anim"); graphic = sprite; center = new Vec2(8f, 10f); sound = SFX.Get(DuckUtils.GetAsset("sounds/dubstep_sample.wav"), 1f, 0f, 0f, false); collisionOffset = new Vec2(-8f, -6f); collisionSize = new Vec2(16f, 11f); _barrelOffsetTL = new Vec2(16f, 6f); _fireSound = "pistolFire"; _kickForce = 3f; _holdOffset = new Vec2(-1f, 0f); loseAccuracy = 0.1f; maxAccuracyLost = 1f; physicsMaterial = PhysicsMaterial.Metal; }
public FrogLauncher(float xval, float yval) : base(xval, yval) { AimAngleBinding = new StateBinding("aimAngle"); StateBinding = new StateBinding("stateIndex"); _editorName = "Frog Launcher"; _bio = "This boy can fit " + MaxAmmo + " frogs innit!"; ammo = MaxAmmo; _type = "gun"; graphic = baseSprite = new SpriteMap(DuckUtils.GetAsset("weapons/frog_launcher_base.png"), 24, 12); ammoSprite = new SpriteMap(DuckUtils.GetAsset("weapons/frog_launcher_ammo.png"), 26, 12); for (int i = 1; i <= 4; i++) { int rowStartIdx = (5 - i) * 4; ammoSprite.AddAnimation("idle" + i, 0.4f, false, rowStartIdx + 0); ammoSprite.AddAnimation("load" + i, 0.4f, false, rowStartIdx + 1, rowStartIdx + 2, rowStartIdx + 3); } ammoSprite.AddAnimation("empty", 0.4f, false, 21); ammoSprite.AddAnimation("idleOver", 0.4f, false, 0); ammoSprite.AddAnimation("loadOver", 0.4f, false, 1, 2, 3, 20); ammoSprite.SetAnimation("empty"); center = new Vec2(6f, 7f); collisionOffset = new Vec2(-6f, -4f); collisionSize = new Vec2(16f, 8f); _barrelOffsetTL = new Vec2(25f, 4f); _laserOffsetTL = new Vec2(22f, 4f); _fireSound = "pistol"; _kickForce = 3f; _holdOffset = new Vec2(-3f, 0f); _ammoType = new ATGrenade(); UpdateSprites(); }
public VoteGun(float xval, float yval) : base(xval, yval) { PlayBinding = new StateBinding("Playing"); _bio = "Golosovanie!"; _editorName = "Vote Gun"; ammo = LoopTimingsAmount; _ammoType = new ATGrenade(); _type = "gun"; sprite = new SpriteMap(DuckUtils.GetAsset("weapons/dubstep_gun.png"), 16, 16); sprite.AddAnimation("anim", Maths.IncFrameTimer() * 4f, true, 0, 1, 2, 3); sprite.SetAnimation("anim"); graphic = sprite; center = new Vec2(8f, 10f); sound = SFX.Get(DuckUtils.GetAsset("sounds/vote_loop.wav"), 1f, 0f, 0f, false); collisionOffset = new Vec2(-8f, -6f); collisionSize = new Vec2(16f, 11f); _barrelOffsetTL = new Vec2(16f, 6f); _kickForce = 3f; _holdOffset = new Vec2(-1f, 0f); loseAccuracy = 0.1f; maxAccuracyLost = 2f; physicsMaterial = PhysicsMaterial.Metal; _ammoType = new ATShotgun(); _ammoType.range = 100f; _type = "gun"; _kickForce = 10f; _numBulletsPerFire = 7; }