private void LoadFireballs() { //the direction the fireballs will travel Vector2 direction1; Vector2 direction2; Vector2 direction3; //all fireballs originate in the mouth Vector2 location; location.X = this.center.X; location.X -= MovementConstants.AquamentusFireballChangeX; if (aquamentusSprite.StartingFrameIndex == (int)AquamentusSprite.FrameIndex.RightFacing) { location.X += 2 * MovementConstants.AquamentusFireballChangeX; } location.Y = this.center.Y - 10; direction2 = player.Center - location; direction2.Normalize(); double angle2 = Math.Atan2(direction2.Y, direction2.X); double angle1 = angle2 + MovementConstants.AquamentusFireballSpreadAngle; double angle3 = angle2 - MovementConstants.AquamentusFireballSpreadAngle; direction1 = new Vector2((float)Math.Cos(angle1), (float)Math.Sin(angle1)); direction3 = new Vector2((float)Math.Cos(angle3), (float)Math.Sin(angle3)); ProjectileHandler projectileHandler = ProjectileHandler.Instance; projectileHandler.CreateFireballObject(spriteBatch, location, direction1); projectileHandler.CreateFireballObject(spriteBatch, location, direction2); projectileHandler.CreateFireballObject(spriteBatch, location, direction3); SoundFactory.PlaySound(SoundFactory.Instance.bossScream); }
private void LoadFireballs() { //the direction the fireballs will travel Vector2 direction1; Vector2 direction2; Vector2 direction3; //all fireballs originate in the mouth Vector2 location; location.X = this.center.X; location.X += 3 * MovementConstants.AquamentusFireballChangeX; location.Y = this.center.Y - 10; direction2 = player.Center - location; direction2.Normalize(); double angle2 = Math.Atan2(direction2.Y, direction2.X); double angle1 = angle2 + MovementConstants.BoggusFireballSpreadAngle; double angle3 = angle2 - MovementConstants.BoggusFireballSpreadAngle; direction1 = new Vector2((float)Math.Cos(angle1), (float)Math.Sin(angle1)); direction3 = new Vector2((float)Math.Cos(angle3), (float)Math.Sin(angle3)); ProjectileHandler projectileHandler = ProjectileHandler.Instance; projectileHandler.CreateFireballObject(spriteBatch, location, direction1); projectileHandler.CreateFireballObject(spriteBatch, location, direction2); projectileHandler.CreateFireballObject(spriteBatch, location, direction3); }
private void LoadFireballs() { //the direction the fireballs will travel Vector2 direction; //all fireballs originate in the mouth Vector2 location; location.X = this.center.X; location.Y = this.center.Y - 10; direction = player.Center - location; direction.Normalize(); location.X += -15; //originate fireballs at mouth if facing left ProjectileHandler projectileHandler = ProjectileHandler.Instance; projectileHandler.CreateFireballObject(spriteBatch, location, direction); }