public Enemy(Game game, Player player, Level level, GameObject body, GameObject fist, Vector3 pos) : base(game) { this.body = body; this.fist = fist; this.player = player; this.level = level; damage = 2; health = 10; fistX = 0; fistY = 0; fistZ = radius; //Attack parameters attackCooldown = 1f; //Time till enemy can attack again isAttacking = false; canAttack = true; enemyYaw = 0; fistDefaultAngle = 0.5f; angle = fistDefaultAngle; speed = (2 * MathHelper.Pi) * 2; //Set body GameObject parameters setPosition(pos); body.setPosition(position); body.physobj.coltype = PhysicsObject.ColliderType.enemy; //Set fist GameObject parameters fist.setScale(0.5f); fistPosition = new Vector3(fistX + body.physobj.position.X, fistY + body.physobj.position.Y, fistZ + body.physobj.position.Z); fist.setPosition(fistPosition); fist.physobj.coltype = PhysicsObject.ColliderType.enemy; prevFistPos = fistPosition; fist.physobj.isStatic = true; }
public Player(Game game, GameObject body, GameObject fist, Vector3 pos, Camera cam) : base(game) { this.body = body; this.fist = fist; damage = 2; health = 10; forward = back = left = right = 0; fistX = 0; fistY = 0; fistZ = radius; camX = 0; camY = 0; camZ = radius * 10; isAttacking = false; canAttack = true; fistDefaultAngle = 0.5f; angle = fistDefaultAngle; speed = (2 * MathHelper.Pi) * 2; //Set body GameObject parameters setPosition(pos); body.physobj.coltype = PhysicsObject.ColliderType.player; //Set fist GameObject parameters fist.setScale(0.5f); new Vector3(fistX + body.physobj.position.X, fistY + body.physobj.position.Y, fistZ + body.physobj.position.Z); fist.setPosition(fistPosition); fist.physobj.coltype = PhysicsObject.ColliderType.player; prevFistPos = fistPosition; fist.physobj.isStatic = true; camera = cam; setCamera(); }
public void setPosition(Vector3 pos) { position = pos; body.setPosition(pos); }