public Dynamic(World world, Vector2 pos, Vector2 size, Texture2D tex) : base(world) { m_pos = pos; m_size = size; m_tex = tex; }
public Enemy(World world, Vector2 pos, Vector2 size, Texture2D tex, Rectangle[] enemyAlive, Rectangle[] enemyDying) : base(world, pos, size, tex) { isVisible = true; m_enemyAlive = enemyAlive; m_enemyDying = enemyDying; }
int step = 8; //How many pixels you want the invaders to move #endregion Fields #region Constructors public Enemies(World world) { m_enemies = new Enemy[ROWS, COLS]; m_world = world; for (int r = 0; r < ROWS; r += 1) for (int c = 0; c < COLS; c += 1) { Enemy enemy = null; Vector2 position = new Vector2(20, 125) + new Vector2(30 * (c + 1), 25 * (r + 1)); switch(r) { case 0: { enemy = new Enemy(world, position, new Vector2(28, 20), world.m_texInvadersSheet, m_Enemy3Playing, m_EnemyDying); enemy.points = 30; } break; case 1: { enemy = new Enemy(world, position, new Vector2(28, 20), world.m_texInvadersSheet, m_Enemy2Playing, m_EnemyDying); enemy.points = 20; } break; case 2: { enemy = new Enemy(world, position, new Vector2(28, 20), world.m_texInvadersSheet, m_Enemy2Playing, m_EnemyDying); enemy.points = 20; } break; case 3: { enemy = new Enemy(world, position, new Vector2(28, 20), world.m_texInvadersSheet, m_Enemy1Playing, m_EnemyDying); enemy.points = 10; } break; case 4: { enemy = new Enemy(world, position, new Vector2(28, 20), world.m_texInvadersSheet, m_Enemy1Playing, m_EnemyDying); enemy.points = 10; } break; } world.m_entities.Add(enemy); m_enemies[r, c] = enemy; } }
public Entity(World world) { m_world = world; }
public SpaceShip(World world, Vector2 pos, Vector2 size, Texture2D tex, bool inverse = false) : base(world, pos, size, tex) { m_inverse = inverse; rndBullet = new Random(); }
public Barrier(World world, Vector2 pos, Vector2 size, Texture2D tex) : base(world, pos, size, tex) { }
public BulletPlayer(World world, Vector2 pos, Vector2 size, Texture2D tex) : base(world, pos, size, tex) { m_bulletCount++; }
public BulletSpaceship(World world, Vector2 pos, Vector2 size, Texture2D tex) : base(world, pos, size, tex) { }
public Player(World world, Vector2 pos, Vector2 size, Texture2D tex) : base(world, pos, size, tex) { isVisible = true; }
static void Main() { using (var game = new World()) game.Run(); }