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