private Vector2 RandomPostion(SpaceForceGame game) { int w = game.graphics.GraphicsDevice.DisplayMode.Width; int x = rand.Next(w); return(new Vector2(x, 0)); }
protected Entity(SpaceForceGame game) { this.game = game; SizeTexture(); Collidable = true; SetupRand(); }
public BackgroundEntity(SpaceForceGame game) : base(game) { Collidable = false; vel = new Vector2(0, 1f); scale = 3f; textureColor = new Color(110, 80, 210); }
public ParticleEngine(List <Texture2D> textures, SpaceForceGame game) { this.game = game; this.textures = textures; this.particles = new LinkedList <Particle>(); this.dead = new LinkedList <Particle>(); exhastHandler = new ExhastHandler(game, textures); rainbowHandler = new RainbowHandler(game, textures); asteroidFragmentHandler = new AsteroidFragment(game); }
public Enemy(SpaceForceGame game) : base(game) { //Mode = Mode.Wait; scale = 0.6f; Collidable = true; PursueAi pursueAi = new PursueAi(this, 10) { Offset = new Vector2(0, 300f) }; ai.Add(pursueAi); ai.Add(new FleeAi(this, 1)); /* * * * behavior.Add(Mode.Flee, new FleeAi(this)); * behavior.Add(Mode.Wait, new WaitAi(this)); * behavior.Add(Mode.Pursue, pursueAi); */ target = game.player; }
public RainbowHandler(SpaceForceGame game, List <Texture2D> textures) { this.textures = textures; this.game = game; }
public BackgroundPool(SpaceForceGame game) : base(game) { NumberOnScreen = 2; }
public LifeGui(SpaceForceGame game) : base(game) { }
public Asteroid(SpaceForceGame game) : base(game) { Mass = 1; }
public Gui(SpaceForceGame game) { this.game = game; }
public EntityPool(SpaceForceGame game) { this.game = game; }
public Player(SpaceForceGame game, LaserPool laserPool) : base(game) { this.laserPool = laserPool; Life = 5; scale = 0.75f; }
public AsteroidFragment(SpaceForceGame game) { this.game = game; }
public EnemyShipPool(SpaceForceGame game) : base(game) { }
public LaserPool(SpaceForceGame game) : base(game) { }
public Laser(SpaceForceGame game) : base(game) { SetSize(6); }