public override void SpawnBullets() { //logic for spawning bullets here! RNSEB.Audio.PlayEffect("ExplosionMedium"); //draw explosion HenryBullet b = new HenryBullet("EnergyBomb", this, 0, Ship.Position, 0, 0, false); b.Loop = false; b.HitRadius = 0; bullets.Add(b); //draw more 'splosions for (float theta = 0.0f; theta < 2 * Math.PI - (float)Math.PI / 32.0f; theta += (float)Math.PI /32.0f) { b = new HenryBullet("Explosion", this, 0, Ship.Position, Ship.Rotation + theta, 2000, false); b.Color = Color.Cyan; b.HitRadius = 0; bullets.Add(b); } foreach (HenrySpawner s in RNSEB.TheBattlefield.ships) { if (!(s is HenryPlayer)) { s.Damage(9); } } }
public override void SpawnBullets() { //logic for spawning bullets here! RNSEB.Audio.PlayEffect("QuantumMines"); HenryBullet b = new HenryBullet("BulletBlueFuzz", this, 1, Ship.Position, Ship.Rotation, 0, true); b.Lifetime = 10.0f; bullets.Add(b); }
public override void SpawnBullets() { //logic for spawning bullets here! RNSEB.Audio.PlayEffect("Shockwave"); //damage everything in a line in front of ship //get direction vector Vector2 direction = Vector2.Normalize(RNSEB.Input.GetCursor() - Ship.Position); //set bullet HenryBullet b = new HenryBullet("BulletShockwave", this, 0, Ship.Position, Ship.Rotation, 500, true); b.Immortal = true; b.Dps = 50; b.Knockback = 0.5f; bullets.Add(b); }
public override void SpawnBullets() { //logic for spawning bullets here! RNSEB.Audio.PlayEffect("IonBeam"); //damage everything in a line in front of ship //get direction vector Vector2 direction = Vector2.Normalize(RNSEB.Input.GetCursor() - Ship.Position); //find all ships to be damaged HenryBullet b = new HenryBullet("BulletIonBeam", this, 0, Ship.Position, Ship.Rotation, 1000, true); b.Rotation = Ship.Rotation + (float)Math.PI / 2.0f; b.Dps = 250; b.Immortal = true; bullets.Add(b); }