示例#1
0
        public override void Atack(Player player, GameTime gameTime)
        {
            if (!IsReloading)
            {
                MissileBase missile = new MissileBase(player, AtackPoints, Random.NextDouble() <= Accuracy,
                                                      new Point((int)(2 * (500 - PosX) * (1.5 - (double)player.PlayerID) + 500),
                                                                (int)Force.PosY + (int)(170 * 0.2)),
                                                      new Point((int)(2 * (500 - player.PlayerBase.PosX) * ((double)player.PlayerID - 1.5) + 500),
                                                                (int)Force.PosY + (int)(170 * 0.2)));

                MissileBase missile2 = new MissileBase(player, AtackPoints, Random.NextDouble() <= Accuracy,
                                                       new Point((int)(2 * (500 - PosX) * (1.5 - (double)player.PlayerID) + 500),
                                                                 (int)Force.PosY + (int)(170 * 0.2)),
                                                       new Point((int)(2 * (500 - player.PlayerBase.PosX) * ((double)player.PlayerID - 1.5) + 500),
                                                                 (int)Force.PosY + (int)(170 * 0.2)));

                MissileBase missile3 = new MissileBase(player, AtackPoints, Random.NextDouble() <= Accuracy,
                                                       new Point((int)(2 * (500 - PosX) * (1.5 - (double)player.PlayerID) + 500),
                                                                 (int)Force.PosY + (int)(170 * 0.2)),
                                                       new Point((int)(2 * (500 - player.PlayerBase.PosX) * ((double)player.PlayerID - 1.5) + 500),
                                                                 (int)Force.PosY + (int)(170 * 0.2)));

                GameEffectsEngine.Add(missile);

                GameEventEngine.Add(new GameEventDelayed(() => { GameEffectsEngine.Add(missile2); }, 0.04));

                GameEventEngine.Add(new GameEventDelayed(() => { GameEffectsEngine.Add(missile3); }, 0.08));

                GameEventEngine.Add(new GameEventDelayed(() => { IsReloading = false; }, ReloadTime));
                IsReloading = true;
            }
        }
示例#2
0
 public void DestroyNoHp(Player opponent)
 {
     if (ListOfForces.Count > 0)
     {
         Force force = ListOfForces[0];
         if (force.Hp <= 0)
         {
             opponent.Cash += CashPack.ForceCashReceived[(int)force.Id];
             Explosion explosion = new Explosion(force, this);
             GameEffectsEngine.Add(explosion);
             ListOfForces.RemoveAt(0);
         }
     }
 }
示例#3
0
 public virtual void Atack(Player player, Force enemyForce, GameTime gameTime)
 {
     if (!IsReloading)
     {
         Missile missile = new Missile(player, enemyForce, AtackPoints, Random.NextDouble() <= Accuracy,
                                       new Point((int)(2 * (500 - PosX) * (1.5 - (double)player.PlayerID) + 500),
                                                 (int)Force.PosY + (int)(170 * 0.2)),
                                       new Point((int)(2 * (500 - enemyForce.PosX) * ((double)player.PlayerID - 1.5) + 500),
                                                 (int)Force.PosY + (int)(170 * 0.2)));
         GameEffectsEngine.Add(missile);
         GameEventEngine.Add(new GameEventDelayed(() => { IsReloading = false; }, ReloadTime));
         IsReloading = true;
     }
 }