public static void Shot1(RaonLauncher mobile) { mobile.UninitializedProjectileList.Add(new RaonBaseProjectile1(mobile, new Vector2(12, 0), 1 * MathHelper.PiOver2)); mobile.UninitializedProjectileList.Add(new RaonBaseProjectile1(mobile, new Vector2(12, 0), 2 * MathHelper.PiOver2)); mobile.UninitializedProjectileList.Add(new RaonBaseProjectile1(mobile, new Vector2(12, 0), 3 * MathHelper.PiOver2)); mobile.UninitializedProjectileList.Add(new RaonBaseProjectile1(mobile, new Vector2(12, 0), 4 * MathHelper.PiOver2)); }
public RaonProjectile1(RaonLauncher mobile) : base(mobile, ShotType.S1, Parameter.ProjectileRaonLauncherS1ExplosionRadius, Parameter.ProjectileRaonLauncherS1BaseDamage) { //Initializing Flipbook FlipbookList.Add(new Flipbook( mobile.Crosshair.CannonPosition, new Vector2(19, 21), 38, 42, "Graphics/Tank/RaonLauncher/Bullet1", new List <AnimationInstance>() { new AnimationInstance() { StartingFrame = 0, EndingFrame = 39, TimePerFrame = 1 / 15f } }, DepthParameter.Projectile, angle)); FlipbookList[0].SetTransparency(0); }
public RaonBaseProjectile1(RaonLauncher mobile, Vector2 positionOffset, float rotationAngle) : base(mobile, ShotType.S1, 0, 0, canCollide: false) { projectile = new RaonProjectile1(mobile); specialEffectList = new List <SpecialEffect>(); toBeRemovedSpecialEffectList = new List <SpecialEffect>(); lastSESpawnPosition = mobile.Crosshair.CannonPosition; this.rotationAngle = rotationAngle; offset = positionOffset; SpawnTime = 0.7f; projectile.OnFinalizeExecutionAction = OnFinalizeExecutionAction; //Physics/Trajectory setups mass = Parameter.ProjectileRaonLauncherS1Mass; windInfluence = Parameter.ProjectileRaonLauncherS1WindInfluence; }
public RaonProjectile2(RaonLauncher mobile, float forceModifier) : base(mobile, ShotType.S2, 0, 0, forceModifier: forceModifier) { //Initializing Flipbook FlipbookList.Add(new Flipbook( mobile.Crosshair.CannonPosition, new Vector2(15f, 15f), 33, 31, "Graphics/Tank/RaonLauncher/Bullet2", new List <AnimationInstance>() { new AnimationInstance() { StartingFrame = 0, EndingFrame = 9, TimePerFrame = 1 / 20f } }, DepthParameter.Projectile, angle)); //Physics/Trajectory setups mass = Parameter.ProjectileRaonLauncherS2Mass; windInfluence = Parameter.ProjectileRaonLauncherS2WindInfluence; SpawnTime = 0.7; }
public RaonProjectile3(RaonLauncher mobile) : base(mobile, ShotType.SS, 0, 0) { Mobile = mobile; //Initializing Flipbook FlipbookList.Add(new Flipbook( mobile.Crosshair.CannonPosition, new Vector2(21f, 16f), 44, 34, "Graphics/Tank/RaonLauncher/Bullet3", new List <AnimationInstance>() { new AnimationInstance() { StartingFrame = 0, EndingFrame = 9, TimePerFrame = 1 / 20f } }, DepthParameter.Projectile, angle)); //Physics/Trajectory setups mass = Parameter.ProjectileIceSSMass; windInfluence = Parameter.ProjectileIceSSWindInfluence; SpawnTime = 0.7; }
public static Mobile BuildMobile(MobileType mobileType, Player player, Vector2 position, bool isInGame = true) { Mobile mobile = null; switch (mobileType) { case MobileType.Random: mobile = new Random(player, position); break; case MobileType.Armor: mobile = new Armor(player, position); break; case MobileType.Bigfoot: mobile = new Bigfoot(player, position); break; case MobileType.Dragon: mobile = new Dragon(player, position); break; case MobileType.Mage: mobile = new Mage(player, position); break; case MobileType.Ice: mobile = new Ice(player, position); break; case MobileType.Knight: mobile = new Knight(player, position); break; case MobileType.RaonLauncher: mobile = new RaonLauncher(player, position); break; case MobileType.Trico: mobile = new Trico(player, position); break; case MobileType.Turtle: mobile = new Turtle(player, position); break; case MobileType.Lightning: mobile = new Lightning(player, position); break; } if (isInGame) { mobile.HideLobbyExclusiveAvatars(); } return(mobile); }
public static void Shot2(RaonLauncher mobile) { mobile.UninitializedProjectileList.Add(new RaonProjectile2(mobile, 3)); mobile.UninitializedProjectileList.Add(new RaonProjectile2(mobile, -3)); }
public RaonProjectile3Explosion(RaonLauncher mobile) : base(mobile, ShotType.SS, Parameter.ProjectileRaonLauncherSSExplosionRadius, Parameter.ProjectileRaonLauncherSSBaseDamage) { //Physics/Trajectory setups mass = 1; windInfluence = 1; }