public WeaponWithAmmo(GameScreen gameScreen, Ship owner, float maxHealth, double fireRate, double fireVelocity, int maxAmmo) : base(gameScreen, owner, maxHealth, fireRate) { _fireVelocity = fireVelocity; _maxAmmo = maxAmmo; }
public AttachedWeapon(GameScreen gameScreen, Ship owner, float maxHealth, double fireRate) : base(gameScreen, maxHealth, 0d) { this._owner = owner; this._fireRate = fireRate; this._lastShot = 0; }
public Ammo(GameScreen gameScreen, AttachedWeapon owner, float maxHealth, double spawnTime, double lifeTime) : base(gameScreen, maxHealth, 0d) { _owner = owner; _spawnTime = spawnTime; _lifeTime = lifeTime; }
public Ammo(GameScreen gameScreen, WeaponWithAmmo owner, float maxHealth, GameTime gameTime, double lifeTime) : base(gameScreen, maxHealth, 0d) { _owner = owner; _spawnTime = gameTime.TotalRealTime.TotalSeconds; _lifeTime = lifeTime; }
public static FloatingWeapon generateFloatingWeapon(Weapons weapon, GameScreen gameScreen) { AttachedWeapon tempWeapon = generateAttachedWeapon(weapon, gameScreen, null); return new FloatingWeapon(gameScreen, weapon) { ObjectModel = tempWeapon.ObjectModel, BSphere = tempWeapon.ObjectModel.Meshes[0].BoundingSphere }; }
public void LoadContent(GameScreen screen) { //Now that we are physically loading the level we need to know what screen we are attaching to //The screen gives us access to a screenmanager which gives us access to the ability to load content. //This may not be the best method =P. GameScreen = screen; //Hopefully your CurrentDirectory isn't out of whack somehow. loadLevelFromFile(Environment.CurrentDirectory + @"\Content\Levels\MoritoLevel.xml"); return; }
public static AttachedWeapon generateAttachedWeapon(Weapons weapon, GameScreen gameScreen, Ship owner) { AttachedWeapon aWeapon; switch (weapon) { case Weapons.TestGun: aWeapon = new TestGun(gameScreen, owner); break; case Weapons.Fan: aWeapon = new Fan(gameScreen, owner); break; case Weapons.RemoteMineLauncher: aWeapon = new RemoteMineLauncher(gameScreen, owner); break; default: aWeapon = null; break; } return aWeapon; }
public TestGun(GameScreen gameScreen, Ship owner) : base(gameScreen, owner, 1f, 0.5d, 0.1d, 5) { this.ObjectModel = gameScreen.ScreenManager.Game.Content.Load<Model>(@"Models\simpleWeapon"); }
public Fan(GameScreen gameScreen, Ship owner) : base(gameScreen, owner, 1f, 0.1d) { }
public RemoteMineLauncher(GameScreen gameScreen, Ship owner) : base(gameScreen, owner, 1f, 2f, 0.1f, 1) { }
public TestGun(GameScreen gameScreen, Ship owner) : base(gameScreen, owner, 1f, 0.5d, 0.1d, 5) { }
public FloatingWeapon(GameScreen gameScreen, Weapons weapon) : base(gameScreen) { _weapon = weapon; }
public RemoteMine(GameScreen gameScreen, WeaponWithAmmo owner, GameTime gametime, double lifeTime) : base(gameScreen, owner, 1f, gametime, lifeTime) { }