Ejemplo n.º 1
0
        /// <summary>
        /// Spawns a ship using the properties of an existing ship. Used for respawning existing ships which have been killed. Spawn location is randomized.
        /// </summary>
        /// <param name="ship">ship to be respawned</param>
        public void RespawnShip(Ship ship)
        {
            Vector2D newLoc    = new Vector2D(rand.Next(-worldSize / 2, worldSize / 2), rand.Next(-worldSize / 2, worldSize / 2));
            Vector2D newOrient = new Vector2D(0, -1);
            Ship     newShip   = new Ship(ship.GetID(), newLoc, newOrient, false, ship.GetName(), ShipHealth, ship.GetScore());

            // Set ship's modifiable variables
            newShip.setAccelRate(ShipAccel);
            newShip.SetRespawnDelay(ShipRespawnRate);
            newShip.SetFireDelay(FireDelay);
            newShip.setWorldSize(this.worldSize);

            this.addShip(newShip);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Creates a new ship at a random world location, and adds this ship to the world.
        /// </summary>
        /// <param name="id">id of this ship</param>
        /// <param name="name">name of the player controlling this ship</param>
        public void SpawnShip(int id, string name)
        {
            // This probably won't work as ships can spawn on a center star, but for now should make ships randomly initialize.
            // Create new ship for this client.
            Vector2D newLoc    = new Vector2D(rand.Next(-worldSize / 2, worldSize / 2), rand.Next(-worldSize / 2, worldSize / 2));
            Vector2D newOrient = new Vector2D(0, -1);
            Ship     newShip   = new Ship(id, newLoc, newOrient, false, name, ShipHealth, 0);

            // Set ship's modifiable variables
            newShip.setAccelRate(ShipAccel);
            newShip.SetRespawnDelay(ShipRespawnRate);
            newShip.SetFireDelay(FireDelay);
            newShip.setWorldSize(this.worldSize);

            this.addShip(newShip);
        }