public Missile createMissile(Missile.MissileType mMissileType, GameObject.GameObjectName gameName, int index = 0, float mX = 0.0f, float mY = 0.0f) { Missile missile = null; switch (mMissileType) { case Missile.MissileType.MissileRoot: missile = new MissileRoot(gameName, Sprite.SpriteName.NullObject, index, mX, mY, Missile.MissileType.MissileRoot); GameObjectNodeManager.add(missile, cPCSTree); break; case Missile.MissileType.StraightMissile: missile = new StraightMissile(gameName, Sprite.SpriteName.StraightMissile, index, mX, mY, Missile.MissileType.StraightMissile); break; case Missile.MissileType.Uninitilized: Debug.WriteLine("Missile Type is Uninitilized"); break; } this.cPCSTree.Insert(missile, this.cParent); // cSpriteBatch.addToBatch(missile.getProxySprite()); // cSpriteBatch.addToBatch(missile.getCollisionObj().cSpriteBox); missile.addSpriteToBatch(this.cSpriteBatch); missile.addCollisionToBatch(SpriteBatchManager.find(SpriteBatch.SpriteBatchName.Boxes)); return(missile); }
public StraightMissile(GameObject.GameObjectName mGameObjectName, Sprite.SpriteName mSpriteName, int index, float mX, float mY, Missile.MissileType missileType) : base(mGameObjectName, index, mSpriteName, missileType) { this.x = mX; this.y = mY; this.delta = 20.0f; this.launch = false; // this.cCollisionObj.cSpriteBox.setColor(Unit.spriteBoxColor); // hit = false; }
public MissileRoot(GameObject.GameObjectName mGameObjectName, Sprite.SpriteName mSpriteName, int index, float mX, float mY, Missile.MissileType missileType) : base(mGameObjectName, index, mSpriteName, missileType) { this.x = mX; this.y = mY; // this.deltaY = 10.0f; this.total = 0.0f; // this.cCollisionObj.cSpriteBox.setColor(Unit.spriteBoxColor); }
public Missile(GameObject.GameObjectName mGameObjectName, int index, Sprite.SpriteName mSpriteName, Missile.MissileType missileType) : base(mGameObjectName, index, mSpriteName) { this.type = missileType; }