public static void ServerInitialize(SmallShip smallShip, Vector2 position, Vector2 velocity, ControlState controller1, ControlState controller4) { Ship.ServerInitialize(smallShip, position, velocity, 0, 40, 800, 1800, 1f, controller1); Turret t3 = new Turret(smallShip.Game); Turret.ServerInitialize(t3, smallShip, new Vector2(25, 25) - TextureLoader.GetTexture("Enemy").CenterOfMass, (float)(0), (float)(Math.PI * 3), controller4); smallShip.Game.GameObjectCollection.Add(t3); }
internal void Apply(ControlState controlState) { this.ResetReader(); controlState.Aimpoint = this.ReadVector2(); controlState.AngleControl = this.ReadFloat(); controlState.TargetAngle = this.ReadFloat(); controlState.MovementControl = this.ReadFloat(); controlState.Fire = this.ReadBoolean(); }
public ControlStateUpdate(GameTime currentGameTime, ControlState controlState) : base(currentGameTime) { this.Append(controlState.Aimpoint); this.Append(controlState.AngleControl); this.Append(controlState.TargetAngle); this.Append(controlState.MovementControl); this.Append(controlState.Fire); }
public static void ServerInitialize(Ship ship, Vector2 position, Vector2 velocity, float direction, int health, float maxSpeed, float acceleration, float maxAgularSpeed, ControlState controller) { MovingGameObject.ServerInitialize(ship, position, new Vector2(0), direction, 0, 0); ship.health.Value = health; ship.maxSpeed.Value = maxSpeed; ship.acceleration.Value = acceleration; ship.maxAgularSpeed.Value = maxAgularSpeed; ship.controller = controller; }
public static void ServerInitialize(BigShip obj, Vector2 position, Vector2 velocity, ControlState controller1, ControlState controller2, ControlState controller3, ControlState controller4) { Ship.ServerInitialize(obj, position, velocity, 0, 500, 600, 300, 0.5f, controller1); Turret t = new Turret(obj.Game); Turret.ServerInitialize(t, obj, new Vector2(119, 95) - TextureLoader.GetTexture("Ship").CenterOfMass, (float)(Math.PI / 2), (float)(Math.PI / 3), controller2); Turret t2 = new Turret(obj.Game); Turret.ServerInitialize(t2, obj, new Vector2(119, 5) - TextureLoader.GetTexture("Ship").CenterOfMass, (float)(-Math.PI / 2), (float)(Math.PI / 3), controller3); Turret t3 = new Turret(obj.Game); Turret.ServerInitialize(t3, obj, new Vector2(145, 50) - TextureLoader.GetTexture("Ship").CenterOfMass, (float)(0), (float)(Math.PI / 3), controller1); Turret t4 = new Turret(obj.Game); Turret.ServerInitialize(t4, obj, new Vector2(20, 50) - TextureLoader.GetTexture("Ship").CenterOfMass, (float)(-Math.PI), (float)(Math.PI / 3), controller4); obj.Game.GameObjectCollection.Add(t); obj.Game.GameObjectCollection.Add(t2); obj.Game.GameObjectCollection.Add(t3); obj.Game.GameObjectCollection.Add(t4); }
public static void ServerInitialize(Turret obj, PhysicalObject parent, Vector2 position, float direction, float range, ControlState controller) { MemberPhysicalObject.ServerInitialize(obj, parent, position, direction); obj.Range = range; obj.controller = controller; Gun gun = new Gun(obj.Game); Gun.ServerInitialize(gun, obj, new Vector2(37, 0), 0); obj.Game.GameObjectCollection.Add(gun); }