space-pew/SpacePew/Models/Weapons/TriCannon.cs
Magnus von Wachenfeldt 2a9d8ce416 move to github
2015-12-04 10:23:49 +01:00

64 lines
1.5 KiB
C#

using System;
using Microsoft.Xna.Framework;
using SpacePew.Models.Projectiles;
namespace SpacePew.Models.Weapons
{
public class TriCannon : WeaponBase
{
public override float HeatGeneration
{
get { return 0.8f; }
}
public override int Delay
{
get { return 40; }
}
public override int Spread
{
get { return 3; }
}
public override void Fire(IProjectile projectile, Player player)
{
if (Heat + this.HeatGeneration > MaxHeat)
return;
Heat += 1f * this.HeatGeneration;
if (_lastShot <= DateTime.Now.AddMilliseconds(-this.Delay - (Heat >= HeatStartAffectAt ? Heat : 0)))
{
float angle = player.Angle + (float)(Randomizer.Next(-Spread * 100, Spread * 100) / 9000.0);
InternalFire(projectile, player, angle - 0.15f);
InternalFire(projectile, player, angle);
InternalFire(projectile, player, angle + 0.15f);
_lastShot = DateTime.Now;
}
}
private static void InternalFire(IProjectile projectile, IEntity player, float angle)
{
var entity = EntityFactory.Instance.CreateEntity<ProjectileBase>(
projectile.GetType(),
player.Owner,
player.Position,
new Vector2(),
angle);
Matrix m = Matrix.CreateRotationZ(angle);
Vector2 velocity = Vector2.Transform(-Vector2.UnitY, m);
entity.Position += velocity * (player.Origin.Y + entity.Origin.Y);
entity.Velocity = velocity * projectile.Speed;
entity.Velocity = player.Velocity + entity.Velocity;
FiredShots.Enqueue(entity);
}
}
}