Vector3 searchloc; //Location that an enemy will approach to search for a player #endregion Fields #region Constructors public Enemy(LabGame game, EnemyController controller, EnemyType etype, Vector3 pos) : base() { this.game = game; type = GameObjectType.Enemy; myModel = game.assets.GetModel("player", CreateEnemyModel); this.pos = pos; this.maxspeed = 0.15f; this.range = 4; this.detected = false; this.controller = controller; this.detectrange = 3.5f; this.escaperange = detectrange * 2; this.etype = etype; searchloc = controller.newSearch(this, pos); this.locallight.lightCol = new Vector4(0.15f, 0f, 0f, 1f); this.locallight.lightPos = new Vector4(this.pos.X, this.pos.Y, this.pos.Z - 2, 1f); GetParamsFromModel(); fireTimer = 0; fireDistance = 4; }
/// <summary> /// Load game content. /// </summary> protected override void LoadContent() { // Initialise game object containers. gameObjects = new List<GameObject>(); addedGameObjects = new Stack<GameObject>(); removedGameObjects = new Stack<GameObject>(); // Create game objects. worldBase = new Land(this, this.size); gameObjects.Add(worldBase); ocean = new Ocean(this, this.size); gameObjects.Add(ocean); lighting = new LightingController(this); gameObjects.Add(lighting); player = new Player(this); gameObjects.Add(player); controller = new EnemyController(this); gameObjects.Add(controller); base.LoadContent(); }
protected override void LoadContent() { // Create the camera camera = new Camera(this); sun = new Sun(this); landscape = new Landscape(this); // must init first. landscape.shader_option = 0; player = new Player(this); enemyController = new EnemyController(this); allBalls.Add(player); foreach(Enemy e in enemyController.enemies){ allBalls.Add(e); } camera.position = player.pos; this.score = 0; this.music = 100; this.target_score = 30; // Create an input layout from the vertices base.LoadContent(); }