ProjectilePrisonerRock::ProjectilePrisonerRock(bool bDirection, int xPos, int yPos) { /* Set Sprite Number */ SetSprite(1, CR::AssetList::prisoner_rock); /* Set Sprite Direction */ SetDirection(bDirection); /* Set Weapon Bounding Box */ SetWeaponBounds(12,12); /* Set Activate & Delay Timer */ SetActiveTime(3); SetDelayTime(.25); /* Set Velocity Direction */ if(bDirection) SetVelocityVector((float)(rand()%50+75), 0); else SetVelocityVector((float)(-(rand()%50+75)), 0); /* Set Acceleration Vector */ SetAccelerationVector(0, (float)(rand()%75 + 65)); /* Set Start Position */ SetPosition(xPos, yPos); /* Set Damage Value */ SetWeaponDamage(5); proj_flags.S_NON_PROJECTILE = true; /* Initialize Sprite */ SetAnimation(0, 0, true, false, 10, true); }
ProjectileNinjaStar::ProjectileNinjaStar(bool bDirection, int xPos, int yPos) { /* Set Sprite Number */ SetSprite(1, CR::AssetList::ninja_star); /* Set Sprite Direction */ SetDirection(bDirection); /* Set Weapon Bounding Box */ SetWeaponBounds(16,16); /* Set Activate & Delay Timer */ SetActiveTime(4); SetDelayTime(.25); /* Set Velocity Direction */ if(bDirection) SetVelocityVector(80, 0); else SetVelocityVector(-80, 0); /* Set Start Position */ SetPosition(xPos, yPos); /* Set Damage Value */ SetWeaponDamage(2); /* Initialize Sprite */ SetAnimation(0, 0, true, false, 30, true); projectile_spr->EnableFrameSkip(false); }
HeNodeB::HeNodeB ( int idElement, Femtocell *cell) { SetIDNetworkNode (idElement); SetNodeType(NetworkNode::TYPE_HOME_BASE_STATION); SetFemtoCell (cell); SetActiveTime(Simulator::Init()->Now()); double pos_X = cell->GetCellCenterPosition()->GetCoordinateX(); double pos_Y = cell->GetCellCenterPosition()->GetCoordinateY(); CartesianCoordinates *position = new CartesianCoordinates(pos_X, pos_Y); Mobility* m = new ConstantPosition (); m->SetAbsolutePosition (position); SetMobilityModel (m); CreateUserEquipmentRecords(); HenbLtePhy *phy = new HenbLtePhy (); phy->SetDevice(this); SetPhy (phy); ProtocolStack *stack = new ProtocolStack (this); SetProtocolStack (stack); Classifier *classifier = new Classifier (); classifier->SetDevice (this); SetClassifier (classifier); }
ProjectilePoints::ProjectilePoints(int xPos, int yPos, int nPoints, int fnt, bool type) { this->nPoints = static_cast<int>(nPoints*modifier); S_FLICKER = false; /* Set Activate & Delay Timer */ SetActiveTime(3); SetDelayTime(0); /* Set Start Position */ SetPosition(xPos, yPos); SetVelocityVector(0, -20); SetSource(true); proj_flags.S_NON_PROJECTILE = true; bType = type; switch(fnt) { case 0: this->fnt = fnt_yellow; break; case 1: this->fnt = fnt_red; break; case 2: this->fnt = fnt_green; break; case 3: this->fnt = fnt_blue; break; case 4: this->fnt = fnt_blue; S_FLICKER = true; break; } }