public Player(GameWorld world, Vector2 position) : base(world, position) { InitHealth(100); Controls = new InputQueue(this); //Weapon = new WeaponKatana(15, 20, new Vector2(10, 40)); }
public Shockwave(GameWorld world, Vector2 position, float velocityDown) : base(world, position, new Vector2(8, (int)(16 * velocityDown / 5))) { ScalingFactor = velocityDown; ShockwaveForce = (velocityDown >= 1) ? (float)Math.Floor(20 * velocityDown) : 20; }
public BoomerangProjectile(GameWorld world, Vector2 position, float lifetime, WeaponBoomerang boomerang) : base(world, position, new Vector2(8, 8)) { Lifetime = lifetime; Boomerang = boomerang; FrameEnd = float.PositiveInfinity; }
public FireballBig(GameWorld world, Vector2 position) : base(world, position, new Vector2(12, 12)) { }
public Knife(GameWorld world, Vector2 position) : base(world, position, new Vector2(8, 8)) { }
public PoisonBreath(GameWorld world, Vector2 position) : base(world, position) { }
public Fireball(GameWorld world, Vector2 position) : base(world, position, new Vector2(8, 8)) { }
protected Bullet(GameWorld world, Vector2 position, Vector2 size) : base(world) { BulletSize = size; Create(position.X, position.Y); }
public SnakeSpit(GameWorld world, Vector2 position) : base(world, position, new Vector2(8, 8)) { }
public SpellAzure(GameWorld world, Vector2 position) : base(world, position, new Vector2(12, 12)) { }
public SpellOrange(GameWorld world, Vector2 position) : base(world, position, new Vector2(8, 8)) { }
protected BulletSolid(GameWorld world, Vector2 position, Vector2 size) : base(world, position, size) { }