Exemplo n.º 1
0
        //constructor
        /// <summary>
        /// creates instance of bullet facing gun's direction at time of it firing
        /// </summary>
        /// <param name="bulletDirection">gun's direction at time of firing bullet</param>
        public BasicGunBullet(WeaponDirection bulletDirection, Point gunLocation, Texture2D bulletTexture)
        {
            //create bullet collusion as a 4 by 4 square
            bulletCircle.X       = gunLocation.X;
            bulletCircle.Y       = gunLocation.Y;
            bulletCircle.Radius  = 1;
            this.bulletDirection = bulletDirection;

            this.bulletTexture   = bulletTexture;
            bulletTextureWidth   = bulletTexture.Width / 4;
            bulletTextureHeight  = bulletTexture.Height;
            bulletAnimationFrame = 0;
            distanceTraveled     = 0;
        }
Exemplo n.º 2
0
        //input rise as if the bullet is being shot to the RIGHT
        public ShotgunBullet(WeaponDirection direction, Point gunlocation, int rise, Texture2D bulletTexture)
        {
            bulletcircle = new Circle(gunlocation.X, gunlocation.Y, 4);
            trajectory.Y = rise;
            trajectory.X = bulletspeed;

            this.direction   = direction;
            distanceTraveled = 0;

            this.bulletTexture   = bulletTexture;
            bulletTextureWidth   = bulletTexture.Width / 4;
            bulletTextureHeight  = bulletTexture.Height;
            bulletAnimationFrame = 0;
        }
Exemplo n.º 3
0
        //Constructor

        /// <summary>
        /// Creates instance of weapon with given stats
        /// These are the base stat that all weapons will have
        /// </summary>
        /// <param name="name">Name of weapon</param>
        /// <param name="weaponType">an enum saying if the weapon is a melee, gun, or bomb</param>
        /// <param name="damage">Amount of damage the weapon deals in one hit</param>
        /// <param name="range">How far the weapon can damage in pixels</param>
        /// <param name="cooldownTime">How much time in seconds that the weapon must rest between attacks</param>
        /// <param name="attackPhaseDurationTime">How long the attack phase takes in seconds</param>
        /// <param name="WeaponSpawnLocation">Where the weapon should spawn at first creation</param>
        public WeaponAbstract(string name, TypeOfWeapon weaponType, int damage, int range, float cooldownTime, float attackPhaseDurationTime, Rectangle WeaponSpawnLocation, Texture2D uITexture)
        {
            //weapon stats
            this.name                    = name;
            this.weaponType              = weaponType;
            this.damage                  = damage;
            this.range                   = range;
            this.cooldownTime            = cooldownTime;
            this.attackPhaseDurationTime = attackPhaseDurationTime;

            //needed to make Update and Attacking, and Draw methods work
            TimeThatHasPassed = 0;
            IsAttacking       = false;

            location = new Point(WeaponSpawnLocation.X, WeaponSpawnLocation.Y);

            weaponFacing = WeaponDirection.Up;

            this.uITexture = uITexture;
        }
Exemplo n.º 4
0
        public RocketLauncherBullet(WeaponDirection bulletDirection, Point gunLocation, Texture2D bulletTexture, Texture2D explosion, int radius)
        {
            explosionRange       = radius;
            bulletCircle         = new Circle(gunLocation.X, gunLocation.Y, 8);
            this.bulletDirection = bulletDirection;
            bulletspeed          = 7;
            this.bulletTexture   = bulletTexture;
            explosionTexture     = explosion;
            explosionTime        = 40;
            readyToBeRemoved     = false;
            exploding            = false;
            distanceTraveled     = 0;
            bulletAnimationFrame = 0;

            if (bulletDirection == WeaponDirection.Down)
            {
                rotation = 1.57f;
                xOffset  = 80;
                yOffset  = -90;
            }
            else if (bulletDirection == WeaponDirection.Left)
            {
                rotation = 3.14f;
                xOffset  = 25;
                yOffset  = 80;
            }
            else if (bulletDirection == WeaponDirection.Up)
            {
                rotation = 4.71f;
                xOffset  = -80;
                yOffset  = 25;
            }
            //facing right
            else
            {
                rotation = 0f;
                xOffset  = -50;
                yOffset  = -80;
            }
        }