Property | Type | Description | |
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bulletType | String | ||
currentAmmo | int | ||
damage | int | ||
fireRate | float | ||
offset | double | ||
range | int | ||
reloadDelay | System.TimeSpan | ||
reloading | bool | ||
speed | int | ||
totalAmmo | int |
Method | Description | |
---|---|---|
PercentToEndReload ( ) : float | ||
Reload ( |
The method to start the reloading procudure.
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Update ( |
Updates the weapon, taking care for cooldown and other time sensitive functions.
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Weapon ( Microsoft.Xna.Framework.Graphics.Texture2D texture ) : System |
Initializes key values of a weapon.
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activate ( |
Shoot the weapon. That's what this game is really about, right? Also, we need to rethink the way that shooting works right now. Eventually, I think that the Character Entity class needs an aiming point. This makes it so both Enemies and Players can use weapons.
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Method | Description | |
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shootABullet ( |
Shoots a bullet.
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public Reload ( |
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gameTime | Time since last call. | |
return | void |
public Update ( |
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gameTime | The current game time. | |
gameReference | A reference to the entire game. | |
return | void |
public Weapon ( Microsoft.Xna.Framework.Graphics.Texture2D texture ) : System | ||
texture | Microsoft.Xna.Framework.Graphics.Texture2D | |
return | System |
public activate ( |
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gameReference | A reference so we can see where everything is. | |
holder | A reference to the character holding the weapon. | |
return | void |