public Unit_Projectile(Game game, SpriteBatch spriteBatch, Unit_Animated_Player player, int level, int projAngle) : base(game, spriteBatch) { // level refers to projectile level, NOT game level // type of projectile int type = (int)MathHelper.Clamp(level, 0, 3); icon = content.Load<Texture2D>("B_" + type); angle = projAngle; damage = Settings.Projectile_DamageConstant + level * (int)Settings.Projectile_DamageMultiplier; position = new Vector2(player.Position.X + (player.Width - Width) / 2, player.Position.Y - Height); speed = Settings.Projectile_SpeedConstant + type * Settings.Projectile_SpeedMultiplier; }
public Unit_Projectile(Game game, SpriteBatch spriteBatch, Unit_Animated_Player player, int level, int projAngle) : base(game, spriteBatch) { // level refers to projectile level, NOT game level // type of projectile int type = (int)MathHelper.Clamp(level, 0, 3); icon = content.Load <Texture2D>("B_" + type); angle = projAngle; damage = Settings.Projectile_DamageConstant + level * (int)Settings.Projectile_DamageMultiplier; position = new Vector2(player.Position.X + (player.Width - Width) / 2, player.Position.Y - Height); speed = Settings.Projectile_SpeedConstant + type * Settings.Projectile_SpeedMultiplier; }