//public CoordPoint Reactive { get { return -(direction * acceleration) * 50; } } //public CoordPoint Velosity { get { return velosity; } } public Ship( GameObject target, StarSystem system) : base(system) { Hull = new ShipHull() { Owner = this }; Inventory = new Inventory(Hull); var e1 = new DefaultEngine(); var e2 = new DefaultEngine(); var w1 = new DefaultWeapon(); Inventory.Add(e1); Inventory.Add(e2); Inventory.Add(w1); //Hull.Attach(new AttachedItem(new CoordPoint(20, 20), new CoordPoint(10,10)), Hull.Slots[0]); //Hull.Attach(new AttachedItem(new CoordPoint(20, 20), new CoordPoint(10, 10)), Hull.Slots[1]); Inventory.Attach(Hull.Slots[0], e1); Inventory.Attach(Hull.Slots[1], e2); Inventory.Attach(Hull.Slots[2], w1); Mass = 1; Color = RndService.GetColor(); Reborn(); if(target!=null) controller = new AIController(this, target, TaskType.Peersuit); }
public GameObject(StarSystem system) { CurrentSystem = system; }
public Body(CoordPoint location, float radius, StarSystem system) : base(system) { this.radius = radius; Position = location; Mass = radius * 2; }
public Planet(float distance, float diameter, float rotation, bool clockwise, StarSystem system) : base(new CoordPoint(system.Star.Position+new CoordPoint(distance, 0)), diameter, system) { starRotation = rotation; this.clockwise = clockwise; Mass *= 2; }
public VirtualObject(StarSystem system, float mass, CoordPoint position, CoordPoint velosity) : base(system) { Position = position; Mass = mass; Velosity = velosity; }