public Shell(float x, float y, float angle, float power, float gravity, Shrapnel explosion, Opponent player) { Sx = x; Sy = y; Splayer = player; Sexplosion = explosion; Sgravity = gravity; float angleRadians = (90 - angle) * (float)Math.PI / 180; float magnitude = power / 50; SxVelocity = (float)Math.Cos(angleRadians) * magnitude; SyVelocity = (float)Math.Sin(angleRadians) * -magnitude; }
public Projectile(float x, float y, float angle, float power, float gravity, Shrapnel explosion, TankController player) { // Initialising the projectile properties xPos = x; yPos = y; graV = gravity; exP = explosion; tankPlayer = player; float angleRadians = (90 - angle) * (float)Math.PI / 180; float magnitude = power / 50; xVel = (float)Math.Cos(angleRadians) * magnitude; yVel = (float)Math.Sin(angleRadians) * -magnitude; }
public Bullet(float x, float y, float angle, float power, float gravity, Shrapnel explosion, TankModel player) { X = x; Y = y; angles = angle; powers = power; gravitys = gravity; explosions = explosion; players = player; float angleRadians = (90 - angle) * (float)Math.PI / 180; float magnitude = power / 50; dx = (float)Math.Cos(angleRadians) * magnitude; dy = (float)Math.Sin(angleRadians) * (-magnitude); }
public override void WeaponLaunch(int weapon, PlayerTank playerTank, Gameplay currentGame) { Debug.WriteLine("Chassis WeaponLaunch Start"); //Alex Holm N9918205 float x = (playerTank.XPos()); float y = (playerTank.GetY()); x += (Chassis.WIDTH) / 2; y += (Chassis.HEIGHT) / 2; Opponent player = playerTank.GetPlayer(); Shrapnel shrap = new Shrapnel(100, 4, 4); Shell Std_shell = new Shell(x, y, playerTank.GetAngle(), playerTank.GetPower(), 0.01f, shrap, player); currentGame.AddEffect(Std_shell); Debug.WriteLine("Chassis WeaponLaunch Complete"); }
public override void FireWeapon(int weapon, PlayerTank playerTank, GameController currentGame) { // Firing the specified weapon from playerTank float xPos = playerTank.GetX(); float yPos = playerTank.GetYPos(); xPos += Chassis.WIDTH / 2; yPos += Chassis.HEIGHT / 2; TankController tankContr = playerTank.GetPlayerById(); Shrapnel newShrapnel = new Shrapnel(100, 4, 4); Projectile newProj = new Projectile(xPos, yPos, playerTank.GetPlayerAngle(), playerTank.GetTankPower(), 0.01f, newShrapnel, tankContr); currentGame.AddEffect(newProj); }