private void Setup() { Name = "Fragment Missile"; Kind = "Primary"; energyCostPerSecond = 12f; delay = 450; Weight = 500; ActivatedSoundID = SoundEffects.ClickLaser; displaySprite = Game.spriteSheetItemDisplay.GetSubSprite(new Rectangle(800, 0, 100, 100)); bullet = new RegularMissile(Game, spriteSheet); bullet.Initialize(); MissileFragment fragment = new MissileFragment(Game, spriteSheet); fragment.Initialize(); damage = fragment.Damage; duration = Bullet.Duration; speed = Bullet.Speed; Value = 1000; Tier = TierType.Great; numberOfShots = 23; }
// Used to create a missile according to given parameters, and add it to the game private void CreateMissile(PlayerVerticalShooter player, float xDiff, Vector2 direction, float speedFactor = 1) { RegularMissile missile = new RegularMissile(Game, spriteSheet); missile.PositionX = player.PositionX + xDiff; missile.PositionY = player.PositionY; missile.Direction = direction; missile.Radians = MathFunctions.RadiansFromDir(missile.Direction); missile.Initialize(); missile.Speed *= speedFactor; Game.stateManager.shooterState.gameObjects.Add(missile); }
private void Setup() { Name = "SideMissiles"; Kind = "Secondary"; energyCostPerSecond = 0f; delay = 1400; Weight = 500; ActivatedSoundID = SoundEffects.ClickLaser; displaySprite = Game.spriteSheetItemDisplay.GetSubSprite(new Rectangle(400, 100, 100, 100)); bullet = new RegularMissile(Game, spriteSheet); bullet.Initialize(); damage = Bullet.Damage; duration = Bullet.Duration; speed = Bullet.Speed; Value = 600; Tier = TierType.Great; numberOfShots = 4; }