public Planet(SupermassiveGame game, Texture2D texture, Vector2 position, float scale, float mass, float boundingPercentage) : base(game, texture, position, scale, mass) { _boundingPercentage = boundingPercentage; BoundingSphere = GetBoundingSphere(); _originalScale = scale; }
public Projectile(SupermassiveGame game, Player firingPlayer, Vector2 initialHeading, float firingPower) : base(game, firingPlayer.ProjectileTexture, firingPlayer.Position + initialHeading * 100, 0.1f, 100) { _firingPlayer = firingPlayer; Heading = initialHeading; Velocity = Heading * firingPower; BaseDamage = 10f; }
public GameObject(SupermassiveGame game, Texture2D texture, Vector2 position, float scale, float mass) { Game = game; _texture = texture; Position = position; _scale = scale; Mass = mass; BoundingSphere = GetBoundingSphere(); }
public Player(SupermassiveGame game, PlayerIndex controlIndex, Texture2D texture, Texture2D projectileTexture, float planetRadius, Vector2 heading, Vector2 planetCenter, SoundEffect fireEffect) : base(game, texture, planetCenter + heading * planetRadius, 0.5f, 5000000) { Heading = heading; _controlIndex = controlIndex; ProjectileTexture = projectileTexture; _aimingVector = Heading; _planetCenter = planetCenter; _planetRadius = planetRadius; _fireEffect = fireEffect; Health = 100f; }
public MovableObject(SupermassiveGame game, Texture2D texture, Vector2 position, float scale, float mass) : base(game, texture, position, scale, mass) { }