public Weapon(IPoorWeaponHolder owner) : base("") { _owner = owner; _reloadTimer = new Stopwatch(); _reloadTimer.Start(); }
public BombProjectile(Vector2 pos, Vector2 velocity, IPoorWeaponHolder origin) : base("bomb2", pos, velocity, origin) { Scale = new Vector2(0.13f, 0.13f); _invulnerableTime = 1.0f; _soundFX_id = SoundFxManager.AddInstance(SoundFxLibrary.GenerateInstance("bombwhistle")); SoundFxManager.GetByID(_soundFX_id).IsLooped = true; Damage = 10000; }
public CannonProjectile(Vector2 pos, Vector2 velocity, float orientation, IPoorWeaponHolder origin) : base("bullet", pos, velocity, origin) { _orientation = orientation; float xFactor = (float)Math.Sin(CalcHelper.DegreeToRadian(_orientation)); float yFactor = (float)-Math.Cos(CalcHelper.DegreeToRadian(_orientation)); Vector2 boostFactor = new Vector2(xFactor*4, yFactor*4); _velocity = velocity + boostFactor; _invulnerableTime = 0.8f; Damage = 100; }
public Projectile(string texture, Vector2 pos, Vector2 velocity, IPoorWeaponHolder origin) : base(texture) { Position = pos; _velocity = velocity; _orientation = 0f; Z = 1.5f; SpawnTime = 0.0; UsedInBoundingBoxCheck = true; _originator = origin; _invulnerableTime = 0; }
public BulletProjectile(Vector2 pos, Vector2 velocity, float velocityBoost, float orientation, float spreadDegrees, IPoorWeaponHolder origin) : base("bullet", pos, velocity, origin) { Random rnd = new Random(Guid.NewGuid().GetHashCode()); _spread = (rnd.NextDouble() * spreadDegrees) / 2.0; if (rnd.NextDouble() > 0.5) { _spread = -_spread; } _orientation = orientation + (float)_spread; float xFactor = (float)Math.Sin(CalcHelper.DegreeToRadian(_orientation)); float yFactor = (float)-Math.Cos(CalcHelper.DegreeToRadian(_orientation)); Vector2 boostFactor = new Vector2(xFactor * velocityBoost, yFactor * velocityBoost); _velocity = velocity + boostFactor; _invulnerableTime = 0.5f; Damage = 200; }
public AntiAirCannon(IPoorWeaponHolder owner) : base(owner) { firstBurst = true; bulletsThisBurst = 0; _burstTimer = new Stopwatch(); _burstTimer.Start(); _muzzleFlashBig = new MuzzleFlashBig(EngineManager.Game, 4); EngineManager.Game.Components.Add(_muzzleFlashBig); _muzzleFlash = new MuzzleFlash(EngineManager.Game, 4); EngineManager.Game.Components.Add(_muzzleFlash); setGunLength(45f); /* gunOffset = new Vector2[4]; gunOffset[0] = new Vector2(0, -3); gunOffset[1] = new Vector2(-3, 0); gunOffset[2] = new Vector2(-6, 3); gunOffset[3] = new Vector2(3, -6); GunLength = 45f; */ }
public Cannon(IPoorWeaponHolder owner) : base(owner) { }
public BombWeapon(IPoorWeaponHolder owner) : base(owner) { }
public ProjectileWeapon(IPoorWeaponHolder owner) : base(owner) { _muzzleFlash = new MuzzleFlashSmall(EngineManager.Game, 4); EngineManager.Game.Components.Add(_muzzleFlash); }