public BaseTurret(Game game, SpriteBatch batch, float scale, ProjectileHandler shotHandler) : base(game) { // TODO: Construct any child components here this.spriteBatch = batch; this.scale = scale; this.shotHandler = shotHandler; }
public ProjectileHandler GetNewHandler(DrawableGameComponent emitter) { if (projectileHandlers.ContainsKey(emitter)) return projectileHandlers[emitter]; else { ProjectileHandler t = new ProjectileHandler(Game, spriteBatch); t.Initialize(); projectileHandlers.Add(emitter, t); return t; } }
public ProjectileHandler GetNewHandler(DrawableGameComponent emitter) { if (projectileHandlers.ContainsKey(emitter)) { return(projectileHandlers[emitter]); } else { ProjectileHandler t = new ProjectileHandler(Game, spriteBatch); t.Initialize(); projectileHandlers.Add(emitter, t); return(t); } }
public TurretDefaultBullet(Game game, SpriteBatch batch, float scale, ProjectileHandler shotHandler) : base(game, batch, scale, shotHandler) { rotation = 0.0f; supportedAmmoTypes.Add(Ammo.AmmoDamageType.Bullet); currentAmmoType = new AmmoDefaultBullet(game); currentAmmoType.Initialize(); turnSpeed = 0.1f; fireRate_spm = 2000.0f; accuracy_per = 75.0f; ammoMax = 10000; ammoCount = 10000; isAmmoUnlimited = false; ammoSpeedModifier = 1.0f; ammoDamageModifier = 1.0f; ammoAccelerationModifier = 1.0f; ammoLifetimeModifier = 1.0f; }