protected override void Initialize() { // TODO: Add your initialization logic here var_Game = this; var_InputHandler = new InputHandler(this); var_SpriteBatch = new SpriteBatch(GraphicsDevice); var_GameCamera = new GameCamera(this); var_PlayerShip = new PlayerShip(this, Vector3.Zero, var_GameCamera); var_Director = new NewDirector(this, ChallengeLevel.Normal); var_SegmentGenerator = new SegmentGenerator(var_Game, ChallengeLevel.Normal, var_GameCamera, var_Director ); var_Tunnel = new Tunnel(this); var_UI = new UI(this, var_SpriteBatch, var_PlayerShip.var_Health, var_PlayerShip.var_Bomb_Count); AssignSubscribers(); base.Initialize(); }
public PlayerShip(ObserverGame game, Vector3 spawnPoint, GameCamera cameraIn) : base(game) { var_Model = game.Content.Load<Model>("Model\\StarFighter"); sfxBoost = game.Content.Load<SoundEffect>("SFX\\boost"); sfxBreak = game.Content.Load<SoundEffect>("SFX\\brake"); sfxHitObstacle = game.Content.Load<SoundEffect>("SFX\\arwingHitObstacle"); sfxSingleLaserShot = game.Content.Load<SoundEffect>("SFX\\arwingSingleLaserOneShot"); sfxBombFired = game.Content.Load<SoundEffect>("SFX\\bombFireAndExplode"); var_Position = spawnPoint; var_Previous_Position = var_Position; var_Velocity = 0; var_Axis_Of_Rotation = Vector3.Zero; var_Cooldown_Timer = 0; var_Bomb_Count = CONST_STARTING_BOMBS; var_Health = CONST_STARTING_HITPOINTS; var_Accellerate = false; var_Bounding_Circle = new BoundingCircle(3500); //var_Bounding_Region = new BoundingSphere(var_Position, 250); //var_Bounding_Region = new BoundingSphere(var_Position , 30); var_Bounding_Region = new BoundingSphere(new Vector3(var_Position.X, var_Position.Y, var_Position.Z - 560), 50); var_Ship_Bounding_Regions = new List<BoundingSphere>(); //var_Ship_Bounding_Regions.Add(new BoundingSphere(var_Position, 30)); camera = cameraIn; var_DrawableObjects.Add(this); game.Components.Add(this); }