public override Projectile generateProjectiles(Vector2 pos, Spell spell, GameHandler game, Entity target, Entity owner) { ProjectileBurst projReturn = new ProjectileBurst(spell, game, target, owner, pos, spell.arcCount == 0 ? radSquared : arcRadSquared); Vector2 vecSpeed; for (int i = 0; i < partCount; i++) { vecSpeed = new Vector2((float)(random.NextDouble() < 0.5 ? random.NextDouble() : random.NextDouble() * -1.0), (float)(random.NextDouble() < 0.5 ? random.NextDouble() : random.NextDouble() * -1.0)); vecSpeed.Normalize(); vecSpeed *= (float)(random.NextDouble() * 2.0 + 1.0); projReturn.addProjectile(pos, vecSpeed); } return projReturn; }
public override Projectile generateProjectiles(Vector2 pos, Spell spell, GameHandler game, Entity target, Entity owner) { ProjectileBurst projReturn = new ProjectileBurst(spell, game, target, owner, pos, spell.arcCount == 0 ? radSquared : arcRadSquared); Vector2 vecSpeed; for (int i = 0; i < partCount; i++) { vecSpeed = new Vector2((float)(random.NextDouble() < 0.5 ? random.NextDouble() : random.NextDouble() * -1.0), (float)(random.NextDouble() < 0.5 ? random.NextDouble() : random.NextDouble() * -1.0)); vecSpeed.Normalize(); vecSpeed *= (float)(random.NextDouble() * 2.0 + 1.0); projReturn.addProjectile(pos, vecSpeed); } return(projReturn); }