Example #1
0
 /// <summary>
 /// Statischer Konstruktor, der das PowerUp beim <c>PowerUpGenerator</c> registriert.
 /// </summary>
 static SlowMotion()
 {
     PowerUpGenerator.AddAvailablePowerUp(PowerUpEnum.SlowMotion,
                                          GameItemConstants.SlowMotionFrequency,
                                          delegate(Vector2 pos, Vector2 vel)
     {
         new SlowMotion(pos, vel);
     });
 }
Example #2
0
 /// <summary>
 /// Statischer Konstruktor, der das PowerUp beim <c>PowerUpGenerator</c> registriert.
 /// </summary>
 static Deflector()
 {
     PowerUpGenerator.AddAvailablePowerUp(PowerUpEnum.Deflector,
                                          GameItemConstants.DeflectorFrequency,
                                          delegate(Vector2 pos, Vector2 vel)
     {
         new Deflector(pos, vel);
     });
 }
 /// <summary>
 /// Statischer Konstruktor, der das PowerUp beim <c>PowerUpGenerator</c> registriert.
 /// </summary>
 static Speedboost()
 {
     PowerUpGenerator.AddAvailablePowerUp(PowerUpEnum.Speedboost,
                                          GameItemConstants.SpeedboostFrequency,
                                          delegate(Vector2 pos, Vector2 vel)
     {
         new Speedboost(pos, vel);
     });
 }
 /// <summary>
 /// Statischer Konstruktor, der das PowerUp beim <c>PowerUpGenerator</c> registriert.
 /// </summary>
 static Rapidfire()
 {
     PowerUpGenerator.AddAvailablePowerUp(PowerUpEnum.Rapidfire,
                                          GameItemConstants.RapidfireFrequency,
                                          delegate(Vector2 pos, Vector2 vel)
     {
         new Rapidfire(pos, vel);
     });
 }
Example #5
0
 /// <summary>
 /// Statischer Konstruktor, der das PowerUp beim <c>PowerUpGenerator</c> registriert.
 /// </summary>
 static MultiShot()
 {
     PowerUpGenerator.AddAvailablePowerUp(PowerUpEnum.MultiShot,
                                          GameItemConstants.MultiShotFrequency,
                                          delegate(Vector2 pos, Vector2 vel)
     {
         new MultiShot(pos, vel);
     });
 }