public StillInvisibleProjectile(Vector2 POS, Vector2 DIMS, AttackableObject OWNER, Vector2 TARGET, int MSEC) : base("2d\\Misc\\bar", POS, DIMS, OWNER, TARGET) { ticks = 3; currentTick = 0; timer = new McTimer(MSEC); }
public Skill(AttackableObject OWNER) { active = false; done = false; owner = OWNER; targetEffect = new TargetingCircle(new Vector2(0, 0), new Vector2(150, 150)); }
public virtual void GetHit(AttackableObject ATTACKER, float DAMAGE) { health -= DAMAGE; if (health <= 0) { dead = true; GameGlobals.PassGold(new PlayerValuePacket(ATTACKER.ownerId, killValue)); } }
public Projectile2d(string PATH, Vector2 POS, Vector2 DIMS, AttackableObject OWNER, Vector2 TARGET) : base(PATH, POS, DIMS) { done = false; speed = 5.0f; owner = OWNER; direction = TARGET - owner.pos; direction.Normalize(); rot = Globals.RotateTowards(pos, new Vector2(TARGET.X, TARGET.Y)); timer = new McTimer(1500); }
public Blink(AttackableObject OWNER) : base(OWNER) { targetEffect = null; }
public FlameWave(AttackableObject OWNER) : base(OWNER) { }
public FlameWaveProjectile(Vector2 POS, AttackableObject OWNER, Vector2 TARGET, int MSEC) : base(POS, new Vector2(150, 150), OWNER, TARGET, MSEC) { GameGlobals.PassEffect(new FlameCircle(new Vector2(POS.X, POS.Y), new Vector2(dims.X, dims.Y), MSEC)); }