public ProjectileCollision(BaseProjectile a_Projectile, BaseActor a_Parent) { m_Projectile = a_Projectile; m_Parent = a_Parent; UpdateCollision(); }
public static void SafeAdd(BaseActor a_BaseActor) { for (int loop = 0; loop < List.Count; loop++) { if (List[loop].Position == a_BaseActor.Position) { List.Remove(List[loop]); } else { int q = 5; } } List.Add(a_BaseActor); }
public BaseProjectile(Texture2D a_Texture2D, BaseActor a_Parent, Vector2 a_Position, float a_Direction) { m_Texture2D = a_Texture2D; m_Parent = a_Parent; m_Position = a_Position; m_Direction = a_Direction - MathHelper.PiOver2; m_Speed = 10.0f; m_Color = Color.White; m_Rotation = 0; m_Scale = 0.6f; m_LayerDepth = 1.0f; m_SpriteEffects = SpriteEffects.None; m_ProjectileCollision = new ProjectileCollision(this, m_Parent); CollisionManager.ProjectileList.Add(this); Initialize(); }
public TurretWeapon(Texture2D a_Texture2D, BaseActor a_BaseActor) : base(a_Texture2D, a_BaseActor) { }
public BaseWeapon(Texture2D a_Texture2D, BaseActor a_BaseActor) { m_Texture2D = a_Texture2D; m_Parent = a_BaseActor; }