Example #1
0
 public Cell(Game game, Vector3 pos) : this(game)
 {
     physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(ConversionHelper.MathConverter.Convert(pos), 1);
     physicsObject.AngularDamping = 0f;
     physicsObject.LinearDamping  = 0f;
     Game.Services.GetService <Space>().Add(physicsObject);
 }
Example #2
0
        public FuelPack(Game game, Vector3 pos, string id) : this(game)
        {
            physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(ConversionHelper.MathConverter.Convert(pos), 1);
            physicsObject.CollisionInformation.Events.InitialCollisionDetected += Events_InitialCollisionDetected;
            physicsObject.Tag = id;
            fuelPackID        = Int32.Parse(id.Substring(9));

            Game.Services.GetService <Space>().Add(physicsObject);
        }
Example #3
0
        public Target(Game game, string id) : this(game)
        {
            Vector3 pos = GetRandomPosition();

            physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(ConversionHelper.MathConverter.Convert(pos), 1);
            physicsObject.AngularDamping = 0f;
            physicsObject.LinearDamping  = 0f;
            physicsObject.Tag            = id;

            Game.Services.GetService <Space>().Add(physicsObject);
        }
Example #4
0
        public MediumAsteroid(Game1 game, Vector3 pos) : this(game) {
            physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(ConversionHelper.MathConverter.Convert(pos), 1);
            physicsObject.AngularDamping           = 0f;
            physicsObject.LinearDamping            = 0f;
            physicsObject.CollisionInformation.Tag = this;
            if (model != null)
            {
                physicsObject.Radius = model.Meshes[0].BoundingSphere.Radius * .75f;
            }

            Game.Services.GetService <Space>().Add(physicsObject);
        }
Example #5
0
        public Bullet(Game1 game, Vector3 pos) : this(game) {
            physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(ConversionHelper.MathConverter.Convert(pos), 1);
            physicsObject.AngularDamping           = 0f;
            physicsObject.LinearDamping            = 0f;
            physicsObject.CollisionInformation.Tag = this;
            if (model != null)
            {
                physicsObject.Radius = model.Meshes[0].BoundingSphere.Radius;
                physicsObject.CollisionInformation.Events.InitialCollisionDetected += HandleCollision;
            }

            Game.Services.GetService <Space>().Add(physicsObject);
        }
Example #6
0
        public Asteroid(Game game, Vector3 pos) : this(game)
        {
            //first param is motionstate (I think the position?), and the secondParam is the radius
            physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(MathConverter.Convert(pos), 1);

            //this is friction slowing down a rotation
            physicsObject.AngularDamping = 0f;

            //this is friction slowing down movement
            physicsObject.LinearDamping = 0f;

            //adds this object into the space of the game?
            Game.Services.GetService <Space>().Add(physicsObject);
        }
Example #7
0
        public Torpedo(Game game, float speed, string id) : this(game)
        {
            physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(ConversionHelper.MathConverter.Convert(Vector3.Zero), 1);
            physicsObject.AngularDamping = 0f;
            physicsObject.LinearDamping  = 0f;
            physicsObject.CollisionInformation.Events.InitialCollisionDetected += Events_InitialCollisionDetected;
            physicsObject.Tag = id;

            torpedoID = Int32.Parse(id.Substring(7));

            this.speed     = speed;
            offsetFromShip = new Vector3(0, 0, 10f);

            Game.Services.GetService <Space>().Add(physicsObject);
        }
Example #8
0
        public Ship(Game game, Vector3 pos, string id) : this(game)
        {
            helper = new Helpers();

            physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(ConversionHelper.MathConverter.Convert(pos), 1);
            physicsObject.LinearDamping  = .1f;
            physicsObject.AngularDamping = .2f;
            physicsObject.CollisionInformation.Events.InitialCollisionDetected += Events_InitialCollisionDetected;
            physicsObject.Tag = id;

            this.game = game;

            InitItemDifficulty(this.difficulty); // defaults to 1

            InitalOrientation();
            GenerateTorpedos();
            shieldActive = false;

            Game.Services.GetService <Space>().Add(physicsObject);
        }