public SpaceShip(GameScreen i_GameScreen, string i_AssetName, Bullet.eBulletType i_GunBulletsType, PlayerIndex i_Owner) : base(i_AssetName, i_GameScreen) { this.ScoreValue = (int)SpaceInvadersConfig.eScoreValue.Soul; this.m_Gun = new Gun(i_GameScreen, 3, i_GunBulletsType, -1, "SSGunShot"); this.m_Owner = i_Owner; }
public Gun(Game i_Game, int i_MaxNumOfBullets, Bullet.eBulletType i_BulletType, int i_ShootingDirection) { m_Game = i_Game; k_MaxNumOfBullets = i_MaxNumOfBullets; m_BulletsType = i_BulletType; m_Bullets = new List <Bullet>(k_MaxNumOfBullets); m_ShootingDirection = i_ShootingDirection; }
public Gun(GameScreen i_GameScreen, int i_MaxNumOfBullets, Bullet.eBulletType i_BulletType, int i_ShootingDirection, string i_ShotSound) { this.m_GameScreen = i_GameScreen; this.r_MaxNumOfBullets = i_MaxNumOfBullets; this.m_BulletsType = i_BulletType; this.m_Bullets = new List <Bullet>(this.r_MaxNumOfBullets); this.m_ShootingDirection = i_ShootingDirection; this.m_ShotSound = i_ShotSound; }
public SpaceShip(Game i_Game, Bullet.eBulletType i_GunBulletsType, PlayerIndex i_Owner) : base(k_AssteName, i_Game) { m_Gun = new Gun(i_Game, 3, i_GunBulletsType, -1); m_Owner = i_Owner; }