public Defense(Node upgraded, Game game) { attached = upgraded; loadImage = "Images/Udef"; downtime = 150; recharge = new Alarm(downtime, false, "recharge"); Load(game); }
public Production(Node upgraded, Game game) { isDisabled = false; attached = upgraded; loadImage = "Images/Upro"; rate = 115; reload = new Alarm(rate, true, "reload"); minerals = 0; Load(game); }
public Defense(Node upgraded, Game game) { attached = upgraded; loadImage = "Images/ShieldTrans"; image = game.Content.Load<Texture2D>(loadImage); isDisabled = false; downtime = 350; recharge = new Alarm(downtime, false, "recharge"); Load(game); }
//Creates four nodes in pre-defined places public NodeManager(Game game) { Nodes = new LinkedList<Node>(); int xpos = 100; for (int count = 0; count < 6; count++) { Node temp = new Node(xpos, 100, game); Nodes.AddLast(temp); xpos += 100; } nodesRemaining = 6; }
public Offense(Node upgraded, Game game) { attached = upgraded; loadImage = "Images/Uoff"; lockedOn = false; canFire = false; intermitentTime = 60; chargeTime = 30; charge = new Alarm(chargeTime, false, "charge"); intermitent = new Alarm(intermitentTime, true, "intermitent"); Load(game); }
//Create four nodes in chosen locations public NodeManager(int x1, int y1, int x2, int x3, int x4, int x5, int x6, Game game) { Nodes = new LinkedList<Node>(); Node temp1 = new Node(x1, y1, game); Nodes.AddLast(temp1); Node temp2 = new Node(x2, y1, game); Nodes.AddLast(temp2); Node temp3 = new Node(x3, y1, game); Nodes.AddLast(temp3); Node temp4 = new Node(x4, y1, game); Nodes.AddLast(temp4); Node temp5 = new Node(x5, y1, game); Nodes.AddLast(temp5); Node temp6 = new Node(x6, y1, game); Nodes.AddLast(temp6); nodesRemaining = 6; upgradeSnd = game.Content.Load<SoundEffect>(@"Sounds/upgrade"); cash = 1000; //I've decided to try 6 nodes -Vic }