public ImStuffHat(float x, float y) : base(x, y) { PlayingBinding = new StateBinding("Playing"); _sprite = new SpriteMap(DuckUtils.GetAsset("hats/imstuff.png"), 129, 153); sound = SFX.Get(DuckUtils.GetAsset("sounds/imstuff.wav"), 1f, 0f, 0f, false); }
public DubstepGun(float xval, float yval) : base(xval, yval) { PlayBinding = new StateBinding("Playing"); _bio = "Plays generic dubstep loop and destroys everything"; _editorName = "Dubstep Gun"; ammo = LoopTimings.Length + Rando.Int(-5, 5); _ammoType = new ATGrenade(); _type = "gun"; sprite = new SpriteMap(DuckUtils.GetAsset("weapons/dubstep_gun.png"), 16, 16); sprite.AddAnimation("anim", Maths.IncFrameTimer() * 4f, true, 0, 1, 2, 3); sprite.SetAnimation("anim"); graphic = sprite; center = new Vec2(8f, 10f); sound = SFX.Get(DuckUtils.GetAsset("sounds/dubstep_sample.wav"), 1f, 0f, 0f, false); collisionOffset = new Vec2(-8f, -6f); collisionSize = new Vec2(16f, 11f); _barrelOffsetTL = new Vec2(16f, 6f); _fireSound = "pistolFire"; _kickForce = 3f; _holdOffset = new Vec2(-1f, 0f); loseAccuracy = 0.1f; maxAccuracyLost = 1f; physicsMaterial = PhysicsMaterial.Metal; }
public BrekotkinHat(float x, float y) : base(x, y) { PlayingBinding = new StateBinding("Playing"); graphic = _pickupSprite = _sprite = new SpriteMap(DuckUtils.GetAsset("hats/brekotkin.png"), 32, 32); _editorName = "Brekotkin Hat"; sound = SFX.Get(DuckUtils.GetAsset("sounds/disco_ebalo.wav"), 1f, 0f, 0f, true); }
public SatanicBrekotkinHat(float x, float y) : base(x, y) { PlayingBinding = new StateBinding("Playing"); graphic = _pickupSprite = _sprite = new SpriteMap(DuckUtils.GetAsset("hats/brekotkin_satanic.png"), 32, 32); _editorName = "Satanic Brekotkin Hat"; sound = SFX.Get(DuckUtils.GetAsset("sounds/umri.wav"), 1f, 0f, 0f, false); }
public ClashShield(float xval, float yval) : base(xval, yval) { ActiveBinding = new StateBinding("Active"); LowChargeBinding = new StateBinding("LowCharge"); _editorName = "Clash Shield"; graphic = spriteMap = new SpriteMap(DuckUtils.GetAsset("weapons/clash_shield.png"), 32, 32); lightning1 = new SpriteMap(DuckUtils.GetAsset("weapons/clash_shield_lightnings.png"), 12, 6); lightning2 = new SpriteMap(DuckUtils.GetAsset("weapons/clash_shield_lightnings.png"), 12, 6); depth = depth - 2; spriteMap.AddAnimation("idle", 0.4f, false, 0); spriteMap.AddAnimation("active", 0.2f, true, 1, 2, 3, 4, 5, 6, 7, 6, 5, 4, 3, 2); spriteMap.AddAnimation("low", 0.2f, true, 1, 0, 2, 0, 0, 3, 4, 0, 5, 0, 6, 0, 7, 0, 5, 0, 4, 0, 3, 0, 2); lightning1.AddAnimation("idle", 0.4f, false, 0); lightning1.AddAnimation("active", 0.2f, true, LightningPattern1); lightning1.AddAnimation("low", 0.2f, true, 15, 0, 12, 0, 0, 3, 7, 0, 1, 0, 9, 0, 5, 0, 10, 0, 9, 0, 4); lightning2.AddAnimation("idle", 0.4f, false, 0); lightning2.AddAnimation("active", 0.2f, true, LightningPattern2); lightning2.AddAnimation("low", 0.2f, true, 5, 0, 7, 0, 0, 1, 8, 0, 12, 0, 11, 0, 8, 0, 3, 0, 2, 0, 4); sound = SFX.Get(DuckUtils.GetAsset("sounds/clash_shield.wav"), 1f, 0f, 0f, true); ammo = 99; thickness = 8.9f; weight = 9f; center = new Vec2(16f, 18f); collisionOffset = new Vec2(-3f, -18f); collisionSize = new Vec2(16f, 27f); handOffset = new Vec2(0f, 1000000f); _holdOffset = new Vec2(-3f, 4f); _barrelOffsetTL = new Vec2(23f, 12f); }
public VoteGun(float xval, float yval) : base(xval, yval) { PlayBinding = new StateBinding("Playing"); _bio = "Golosovanie!"; _editorName = "Vote Gun"; ammo = LoopTimingsAmount; _ammoType = new ATGrenade(); _type = "gun"; sprite = new SpriteMap(DuckUtils.GetAsset("weapons/dubstep_gun.png"), 16, 16); sprite.AddAnimation("anim", Maths.IncFrameTimer() * 4f, true, 0, 1, 2, 3); sprite.SetAnimation("anim"); graphic = sprite; center = new Vec2(8f, 10f); sound = SFX.Get(DuckUtils.GetAsset("sounds/vote_loop.wav"), 1f, 0f, 0f, false); collisionOffset = new Vec2(-8f, -6f); collisionSize = new Vec2(16f, 11f); _barrelOffsetTL = new Vec2(16f, 6f); _kickForce = 3f; _holdOffset = new Vec2(-1f, 0f); loseAccuracy = 0.1f; maxAccuracyLost = 2f; physicsMaterial = PhysicsMaterial.Metal; _ammoType = new ATShotgun(); _ammoType.range = 100f; _type = "gun"; _kickForce = 10f; _numBulletsPerFire = 7; }