public Feral(Vector2d loc, double facing, IController ai) : base(loc, facing, ai) { Mesh = Loader.GetMesh("feral.mesh"); Vector2d[] firepoints = new Vector2d[1]; firepoints[0].X = 25; firepoints[0].Y = 0; Vector2d[] firedirs = new Vector2d[1]; firedirs[0].X = 1; firedirs[0].Y = 0; WeaponPoint[] weaponpoints = new WeaponPoint[1]; weaponpoints[0] = WeaponFactory.PulseBeamPoint(firepoints[0], firedirs[0]); Weapons = new BaseWeapon[1]; Weapons[0] = new BaseWeapon(20, 10, weaponpoints, ShotMode.BURST); }
public Spider(Vector2d loc, double facing, IController ai) : base(loc, facing, ai) { Mesh = Loader.GetMesh("spider.mesh"); Vector2d[] firepoints = new Vector2d[2]; firepoints[0].X = 25; firepoints[0].Y = 1; firepoints[0].X = 25; firepoints[0].Y = -1; Vector2d[] firedirs = new Vector2d[1]; firedirs[0].X = 1; firedirs[0].Y = 0; WeaponPoint[] weaponpoints = new WeaponPoint[1]; weaponpoints[0] = WeaponFactory.FireballPoint(firepoints[0], firedirs[0]); weaponpoints[0] = WeaponFactory.FireballPoint(firepoints[1], firedirs[0]); Weapons = new BaseWeapon[1]; Weapons[0] = new BaseWeapon(10, 10, weaponpoints, ShotMode.BURST); }
public Player(Vector2d vec, double facing, IController c) : base(vec, facing, c) { Mesh = Loader.GetMesh("player.mesh"); Moment = 200.0; Mass = 1000.0; Vulnerable = true; ThrustForce = 500.0; DragAmount = 0.9; TurnForce = 10.0; RDragAmount = 0.8; BrakeDrag = 0.90; Hits = MaxHits = 100; MaxEnergy = Energy = 100; EnergyRegen = 1; Vector2d[] firepoints = new Vector2d[2]; firepoints[0].X = 23; firepoints[0].Y = 5; firepoints[1].X = 23; firepoints[1].Y = -5; Vector2d[] firedirs = new Vector2d[2]; firedirs[0].X = 1; firedirs[0].Y = 0; firedirs[1].X = 1; firedirs[1].Y = 0; WeaponPoint[] weaponpoints1 = new WeaponPoint[2]; WeaponPoint[] weaponpoints2 = new WeaponPoint[2]; WeaponPoint[] weaponpoints3 = new WeaponPoint[2]; weaponpoints1[0] = WeaponFactory.VulcanPoint(firepoints[0], firedirs[0]); weaponpoints1[1] = WeaponFactory.VulcanPoint(firepoints[1], firedirs[1]); weaponpoints2[0] = WeaponFactory.GrenadePoint(firepoints[0], firedirs[0]); weaponpoints2[1] = WeaponFactory.GrenadePoint(firepoints[1], firedirs[1]); weaponpoints3[0] = WeaponFactory.PulsarPoint(firepoints[0], firedirs[0]); weaponpoints3[1] = WeaponFactory.PulsarPoint(firepoints[1], firedirs[1]); Weapons = new BaseWeapon[3]; Weapons[0] = new BaseWeapon(1, 3, weaponpoints1, ShotMode.CYCLE); Weapons[1] = new BaseWeapon(5, 15, weaponpoints2, ShotMode.BURST); Weapons[2] = new BaseWeapon(15, 20, weaponpoints3, ShotMode.BURST); }
public Dreadnought(Vector2d loc, double facing, IController ai) : base(loc, facing, ai) { Mesh = Loader.GetMesh("dreadnought.mesh"); Mass = 20000; ThrustForce = 50; DragAmount = 0.4; TurnForce = 0.004; RDragAmount = 0.95; MaxHits = Hits = 3500; Vector2d[] firepoints = new Vector2d[1]; firepoints[0].X = 25; firepoints[0].Y = 0; Vector2d[] firedirs = new Vector2d[1]; firedirs[0].X = 1; firedirs[0].Y = 0; WeaponPoint[] weaponpoints = new WeaponPoint[1]; weaponpoints[0] = WeaponFactory.PhantomHammerPoint(firepoints[0], firedirs[0]); Weapons = new BaseWeapon[1]; Weapons[0] = new BaseWeapon(50, 10, weaponpoints, ShotMode.BURST); }
public BaseShip(Vector2d loc, double facing, IController ai) : base(loc, facing) { Collider = new CircleCollider(loc, 10); Control = ai; Control.Controlled = this; Target = null; Moment = 20.0; Mass = 100.0; Hits = MaxHits = 100; Vulnerable = true; ThrustForce = 10.0; DragAmount = 0.9; TurnForce = 1.0; RDragAmount = 0.8; BrakeDrag = 0.90; MaxVel = 10; Hits = MaxHits = 100; MaxEnergy = Energy = 100; EnergyRegen = 1; Vector2d[] firepoints = new Vector2d[2]; firepoints[0].X = 20; firepoints[0].Y = 2; firepoints[1].X = 20; firepoints[1].Y = -2; Vector2d[] firedirs = new Vector2d[2]; firedirs[0].X = 1; firedirs[0].Y = 0; firedirs[1].X = 1; firedirs[1].Y = 0; WeaponPoint[] weaponpoints = new WeaponPoint[3]; weaponpoints[0] = WeaponFactory.VulcanPoint(firepoints[0], firedirs[0]); weaponpoints[1] = WeaponFactory.VulcanPoint(firepoints[1], firedirs[1]); Weapons = new BaseWeapon[1]; Weapons[0] = new BaseWeapon(0, 2, weaponpoints, ShotMode.CYCLE); }
public DeathTurret(Vector2d loc, double facing, IController c) : base(loc, facing, c) { Mesh = Loader.GetMesh("deathturret.mesh"); Dangerness = 10; Moment = 100.0; Mass = 2000.0; Vulnerable = true; ThrustForce = 0.0; DragAmount = 0.9; TurnForce = 1.0; RDragAmount = 0.8; BrakeDrag = 0.90; Hits = MaxHits = 60; MaxEnergy = Energy = 100; EnergyRegen = 1; Vector2d[] firepoints = new Vector2d[3]; firepoints[0].X = 20; firepoints[0].Y = 10; firepoints[1].X = 20; firepoints[1].Y = -10; Vector2d[] firedirs = new Vector2d[3]; firedirs[0].X = 1; firedirs[0].Y = 0.05; firedirs[1].X = 1; firedirs[1].Y = -0.05; WeaponPoint[] weaponpoints = new WeaponPoint[3]; weaponpoints[0] = WeaponFactory.VulcanPoint(firepoints[0], firedirs[0]); weaponpoints[1] = WeaponFactory.VulcanPoint(firepoints[1], firedirs[1]); Weapons = new BaseWeapon[1]; Weapons[0] = new BaseWeapon(1, 10, weaponpoints, ShotMode.CYCLE); }
public Carrier(Vector2d loc, double facing, IController ai) : base(loc, facing, ai) { Mesh = Loader.GetMesh("carrier.mesh"); Mass = 10000; ThrustForce = 50; DragAmount = 0.6; TurnForce = 0.01; RDragAmount = 0.90; MaxHits = Hits = 800; Vector2d[] firepoints = new Vector2d[2]; firepoints[0].X = 25; firepoints[0].Y = 1; firepoints[1].X = 25; firepoints[1].Y = -1; Vector2d[] firedirs = new Vector2d[1]; firedirs[0].X = 1; firedirs[0].Y = 0; WeaponPoint[] weaponpoints = new WeaponPoint[2]; weaponpoints[0] = WeaponFactory.VulcanPoint(firepoints[0], firedirs[0]); weaponpoints[1] = WeaponFactory.VulcanPoint(firepoints[1], firedirs[0]); Weapons = new BaseWeapon[1]; Weapons[0] = new BaseWeapon(20, 10, weaponpoints, ShotMode.BURST); }