private void BasicEnemyBullet() { BulletTimer++; if (BulletTimer >= WeaponFireRate) { Bullet Bbullet = new Bullet(); Bbullet.bullet_pos = position; Bbullet.bullet_dir = WeaponFireDir - Bbullet.bullet_pos; Bbullet.bullet_dir.Normalize(); Bbullet.bullet_speed = BulletSpeed; Bbullet.Damage = BulletDamage; Bullet_list.Add(Bbullet); BulletTimer = 0; } }
public void shoot_extreme(float speed) { Bullet bullet4 = new Bullet(); bullet4.bullet_pos = new Vector2(player.sprite_pos.X, player.sprite_pos.Y); bullet4.bullet_dir = new Vector2(player.sprite_pos.X + 100, -100) - bullet4.bullet_pos; bullet4.bullet_dir.Normalize(); bullet4.bullet_speed = speed; bullet4.Damage = 2; Bullet bullet5 = new Bullet(); bullet5.bullet_pos = new Vector2(player.sprite_pos.X, player.sprite_pos.Y); bullet5.bullet_dir = new Vector2(player.sprite_pos.X - 100, -100) - bullet5.bullet_pos; bullet5.bullet_dir.Normalize(); bullet5.bullet_speed = speed; bullet5.Damage = 2; BulletList.Add(bullet4); BulletList.Add(bullet5); }
public void shoot_ultimate(float speed) { Bullet bullet = new Bullet(); bullet.bullet_pos = new Vector2(player.sprite_pos.X, player.sprite_pos.Y); bullet.bullet_dir = new Vector2(player.sprite_pos.X, 800) - bullet.bullet_pos; bullet.bullet_dir.Normalize(); bullet.bullet_speed = speed; bullet.Damage = 8; BulletList.Add(bullet); }
public void shoot_advanced(float speed) { Bullet bullet2 = new Bullet(); bullet2.bullet_pos = new Vector2(player.sprite_pos.X - 20, player.sprite_pos.Y - 30); bullet2.bullet_dir = new Vector2(player.sprite_pos.X - 20, -100) - bullet2.bullet_pos; bullet2.bullet_dir.Normalize(); bullet2.bullet_speed = speed; bullet2.Damage = 4; Bullet bullet3 = new Bullet(); bullet3.bullet_pos = new Vector2(player.sprite_pos.X + 20, player.sprite_pos.Y - 30); bullet3.bullet_dir = new Vector2(player.sprite_pos.X + 20, -100) - bullet3.bullet_pos; bullet3.bullet_dir.Normalize(); bullet3.bullet_speed = speed; bullet3.Damage = 4; BulletList.Add(bullet2); BulletList.Add(bullet3); }