public GameEffect(GameWorld pGameWorld, string type, float pXPos, float pYPos) { aaGameWorld = pGameWorld; mType = type; AssignDisplayObject(); mDispObj = new DisplayObject_Animated(aaGameWorld.aaDisplay, mKit.ASSET_NAME, pXPos, pYPos, (int)mKit.ORIGIN.X, (int)mKit.ORIGIN.Y, 0.1f, mKit.SRC_RECTX, mKit.SRC_RECTY, mKit.SRC_RECTWIDTH, mKit.SRC_RECTHEIGHT, Constants.LAYER_PROJECTILE_DEPTH, false); //mDispObj.Hide(); }
public Entity(GameWorld pGameWorld, string pType, float pXPos, float pYPos, float pRotation = 0, float pXVel = 0, float pYVel = 0) { //Set Entity Type aaGameWorld = pGameWorld; mType = pType; SetEntityType(); //Initialize Variables mXPos = pXPos; mYPos = pYPos; mXVel = pXVel; mYVel = pYVel; mRotation = pRotation; mDispObj = new DisplayObject(aaGameWorld.aaDisplay, mAssetKit.ASSET_NAME, mXPos, mYPos, (int)mAssetKit.ORIGIN.X, (int)mAssetKit.ORIGIN.Y, 0.1f, mAssetKit.SRC_RECTX, mAssetKit.SRC_RECTY, mAssetKit.SRC_RECTWIDTH, mAssetKit.SRC_RECTHEIGHT, mRotation, false); }
public Director(GameWorld pGameWorld) { aaGameWorld = pGameWorld; mGruntKit = new ShipKit_Grunt(); mTankKit = new ShipKit_Tank(); mBombKit = new ShipKit_Bomb(); mStealthKit = new ShipKit_Stealth(); mLaserKit = new ShipKit_Laser(); mGruntBossKit = new ShipKit_Grunt_Boss(); mTankBossKit = new ShipKit_Tank_Boss(); mBombBossKit = new ShipKit_Bomb_Boss(); }
public Projectile(GameWorld pGameWorld, uint pTeam, ProjectileType pType, float pXPos, float pYPos, float pRotation, ProjectileKit pProjKit, Ship pTarget = null, Ship pOwner = null) { mXPos = pXPos; mYPos = pYPos; mType = pType; aaGameWorld = pGameWorld; mTeam = pTeam; SetProjType(); mRotation = pRotation; mProjKit = pProjKit; mTarget = pTarget; mOwner = pOwner; mDispObject = new DisplayObject(aaGameWorld.aaDisplay, mAssetKit.ASSET_NAME, mXPos, mYPos, (int)mAssetKit.ORIGIN.X, (int)mAssetKit.ORIGIN.Y, Constants.LAYER_PROJECTILE_DEPTH, mAssetKit.SRC_RECTX, mAssetKit.SRC_RECTY, mAssetKit.SRC_RECTWIDTH, mAssetKit.SRC_RECTHEIGHT, mRotation, false); }
public UIElement(Display pDisplay, GameWorld pGameWorld, string pAssetFile, int pPosX, int pPosY, int pOriginX, int pOriginY, float pDepth, int pSrc_RectX = 0, int pSrc_RectY = 0, int pWidth = -1, int pHeight = -1, float pRotation = 0, float pScale = 1.0f) { aaDisplay = pDisplay; aaGameWorld = pGameWorld; mAssetFile = pAssetFile; posX = pPosX; posY = pPosY; mOrigin = new Vector2(pOriginX, pOriginY); src_RectX = pSrc_RectX; src_RectY = pSrc_RectY; src_RectWidth = pWidth; src_RectHeight = pHeight; mDepth = pDepth; mRotation = pRotation; mOpacity = 1.0f; mScale = pScale; Hide(); }
public EntityManager(GameWorld pGameWorld) { aaGameWorld = pGameWorld; pEnemyBulletAssetKit = new AssetKit_Proj_Bullet_01(); pLaserAssetKit = new AssetKit_Proj_Laser_01(); pMineAssetKit = new AssetKit_Proj_Mine_01(); pMissileAssetKit = new AssetKit_Proj_Missile_01(); pPlayerBulletAssetKit = new AssetKit_Proj_PlayerBullet_01(); pAntiBulletAssetKit = new AssetKit_Proj_AntiBullet(); pPlayerMineAssetKit = new AssetKit_PlayerMine(); pEnemyBulletProjectileKit = new ProjectileKit_Enemy_Bullet(); pLaserProjectileKit = new ProjectileKit_Laser(); pMineProjectileKit = new ProjectileKit_Mine(); pMissileProjectileKit = new ProjectileKit_Missile(); pPlayerBulletProjectileKit = new ProjectileKit_Player_Bullet(); pAntiBulletProjectileKit = new ProjectileKit_Antibullet(); mNextProjectileID = 0; }
public UIElement_PlayerScore(Display pDisplay, GameWorld pGameWorld, SpriteFont pFont, int pPosX, int pPosY, Color pTextColor) : base(pDisplay, pGameWorld, "", pPosX, pPosY, 0, 0, 0, 0, 0, 0, 0, 0) { mFont = pFont; mColor = pTextColor; Show(); }
public UIElement_MenuButton(Display pDisplay, GameWorld pGameWorld, string pAssetFile, int pPosX, int pPosY, int pOriginX, int pOriginY, float pDepth, int pSrc_RectX = 0, int pSrc_RectY = 0, int pWidth = -1, int pHeight = 01, float pRotation = 0) : base(pDisplay, pGameWorld, pAssetFile, pPosX, pPosY, pOriginX, pOriginY, pDepth, pSrc_RectX, pSrc_RectY, pWidth, pHeight, pRotation) { baseSourceX = pSrc_RectX; baseSourceY = pSrc_RectY; currentButtonState = Mouse.GetState().LeftButton; }
public UIElement_HealthBar_BarWhite(Display pDisplay, GameWorld pGameWorld, string pAssetFile, int pPosX, int pPosY, int pOriginX, int pOriginY, float pDepth, Ship pPlayer, int pSrc_RectX = 0, int pSrc_RectY = 0, int pWidth = -1, int pHeight = 01, float pRotation = 0) : base(pDisplay, pGameWorld, pAssetFile, pPosX, pPosY, pOriginX, pOriginY, pDepth, pSrc_RectX, pSrc_RectY, pWidth, pHeight, pRotation) { Show(); mPlayer = pPlayer; mOrigRectWidth = pWidth; }
public UIElement_AbilityIndicator(Display pDisplay, GameWorld pGameWorld, Ability pTrackedAbility, AssetKit pAssetKit, int pPosX, int pPosY, float pDepth, float pRotation = 0) : base(pDisplay, pGameWorld, pAssetKit.ASSET_NAME, pPosX, pPosY, (int)pAssetKit.ORIGIN.X, (int)pAssetKit.ORIGIN.Y, pDepth, pAssetKit.SRC_RECTX, pAssetKit.SRC_RECTY, pAssetKit.SRC_RECTWIDTH, pAssetKit.SRC_RECTHEIGHT, pRotation, 2.0f) { mTrackedAbility = pTrackedAbility; Show(); }
public Ship(GameWorld pGameWorld, string pType, uint pTeam, float pXPos, float pYPos, ShipKit pKit, bool pBoss = false, float pRotation = 0, float pXVel = 0, float pYVel = 0, float pMass = 0.001f) : base(pGameWorld, pType, pXPos, pYPos, pRotation, pXVel, pYVel) { mType = pType; mMass = pMass; mXForce = 0; mYForce = 0; mTeam = pTeam; aTurnPower = 5; mKit = pKit; aThrustPower = mKit.THRUST_POWER; aMaxThrust = mKit.THRUST_MAX; aTurnPower = mKit.TURN_POWER; aHull = mKit.HULL; mDead = false; mBoss = pBoss; BulletSpam = new Ability_BulletSpam(this); Cloak = new Ability_Cloak(this); FireBullet = new Ability_FireBullet(this); FireMultipleBullets = new Ability_FireMultipleBullets(this); BulletStar = new Ability_BulletStar(this); FireMine = new Ability_FireMine(this); FireMissile = new Ability_FireMissile(this); FireMultipleMissles = new Ability_FireMultipleMissles(this); ImmediateAboutFace = new Ability_ImmediateAboutFace(this); ImproveHandling = new Ability_ImproveHandling(this); MissileFlurry = new Ability_MissileFlurry(this); PathLaser = new Ability_PathLaser(this); SlowShip = new Ability_SlowShip(this); SuicideBomb = new Ability_SuicideBomb(this); ThrustShip = new Ability_ThrustShip(this); TurnLeft = new Ability_TurnLeft(this); TurnRight = new Ability_TurnRight(this); ChargeLaser = new Ability_ChargeLaser(this); Shield = new Ability_SuperShield(this); DeployBombGrunts = new Ability_DeployBombGrunts(this); SpawnSatellite = new Ability_SpawnSatellite(this); QuickFix = new Ability_QuickFix(this); OverchargeEngines = new Ability_OverchargeEngines(this); TankShield = new Ability_TankShield(this); DualWield = new Ability_DualWield(this); WaveBlast = new Ability_WaveBlast(this); WarpDrive = new Ability_WarpDrive(this); FullShield = new Ability_FullShield(this); RearGuns = new Ability_RearGuns(this); AntiBullets = new Ability_ShootAntiBullets(this); RapidFire = new Ability_RapidFire(this); if (pType == "Player_Agility") { Ability1 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility1[0]); Ability2 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility2[0]); Ability3 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility3[0]); Ability4 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility4[0]); } else if (pType == "Player_Tank") { Ability1 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility1[1]); Ability2 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility2[1]); Ability3 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility3[1]); Ability4 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility4[1]); } else if (pType == "Player_Commando") { Ability1 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility1[2]); Ability2 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility2[2]); Ability3 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility3[2]); Ability4 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility4[2]); } mAllAbilities = new List <Ability>(); mAllAbilities.Add(BulletSpam); mAllAbilities.Add(Cloak); mAllAbilities.Add(FireBullet); mAllAbilities.Add(FireMultipleBullets); mAllAbilities.Add(BulletStar); mAllAbilities.Add(FireMine); mAllAbilities.Add(FireMissile); mAllAbilities.Add(FireMultipleMissles); mAllAbilities.Add(ImmediateAboutFace); mAllAbilities.Add(ImproveHandling); mAllAbilities.Add(MissileFlurry); mAllAbilities.Add(PathLaser); mAllAbilities.Add(SlowShip); mAllAbilities.Add(SuicideBomb); mAllAbilities.Add(ThrustShip); mAllAbilities.Add(TurnLeft); mAllAbilities.Add(TurnRight); mAllAbilities.Add(ChargeLaser); mAllAbilities.Add(Shield); mAllAbilities.Add(DeployBombGrunts); mAllAbilities.Add(SpawnSatellite); mAllAbilities.Add(QuickFix); mAllAbilities.Add(DualWield); mAllAbilities.Add(OverchargeEngines); mAllAbilities.Add(TankShield); mAllAbilities.Add(WaveBlast); mAllAbilities.Add(WarpDrive); mAllAbilities.Add(FullShield); mAllAbilities.Add(RearGuns); mAllAbilities.Add(AntiBullets); mAllAbilities.Add(RapidFire); mActiveBehaviors = new List <Behavior>(); mActiveBuffs = new List <Buff>(); mBehaviorsToRemove = new List <Behavior>(); mBuffsToRemove = new List <Buff>(); mBuffsToTrigger = new List <Buff>(); mCircleCollision = new CircleCollision(mXPos, mYPos, mKit.COLLISION_SIZE, null, this); aaGameWorld.CollisionShapes_Circle.Add(mCircleCollision); }
public UIElement_ShipAimer(Display pDisplay, GameWorld pGameWorld, Ship pTrackedShip, string pAssetFile, int pPosX, int pPosY, int pOriginX, int pOriginY, float pDepth, int pSrc_RectX = 0, int pSrc_RectY = 0, int pWidth = -1, int pHeight = 01, float pRotation = 0) : base(pDisplay, pGameWorld, pAssetFile, pPosX, pPosY, pOriginX, pOriginY, pDepth, pSrc_RectX, pSrc_RectY, pWidth, pHeight, pRotation) { mShip = pTrackedShip; Show(); }
public UIElement_Text(Display pDisplay, GameWorld pGameWorld, SpriteFont pFont, int pPosX, int pPosY, Color pTextColor, string pText) : base(pDisplay, pGameWorld, "", pPosX, pPosY, 0, 0, 0, 0, 0, 0, 0, 0) { mFont = pFont; mColor = pTextColor; mText = pText; mPos = new Vector2(pPosX, pPosY); }
public UIElement_ScoreTextBox(Display pDisplay, GameWorld pGameWorld, int pPosX, int pPosY) : base(pDisplay, pGameWorld, "", pPosX, pPosY, 0, 0, 0, 0, 0, 0, 0, 0) { mAcceptPressed = false; mCancelPressed = false; mFont = pDisplay.aaGame.mTextboxFont; mColor = Color.White; mTextBox = new UIElement_StaticMenuElement(pDisplay, pGameWorld, "Menu_MASTER", pPosX + mTextBoxXOffset, pPosY + mTextBoxYOffset, 0, 0, Constants.LAYER_UI_FRONT, 0, 197, 301, 39, 0); mNameLabel = new UIElement_StaticMenuElement(pDisplay, pGameWorld, "Menu_MASTER", pPosX + mNameLabelXOffset, pPosY + mNameLabelYOffset, 0, 0, Constants.LAYER_UI_FRONT, 302, 197, 150, 39, 0); mAcceptButton = new UIElement_MenuButton(pDisplay, pGameWorld, "Menu_MASTER", pPosX + mAcceptButtonXOffset, pPosY + mAcceptButtonYOffset, 0, 0, Constants.LAYER_UI_FRONT, 0, 157, 100, 39, 0); mCancelButton = new UIElement_MenuButton(pDisplay, pGameWorld, "Menu_MASTER", pPosX + mCancelButtonXOffset, pPosY + mCancelButtonYOffset, 0, 0, Constants.LAYER_UI_FRONT, 201, 157, 100, 39, 0); // Initialize the key dictionary characterByKey = new Dictionary<Keys, char>() { {Keys.A, 'a'}, {Keys.B, 'b'}, {Keys.C, 'c'}, {Keys.D, 'd'}, {Keys.E, 'e'}, {Keys.F, 'f'}, {Keys.G, 'g'}, {Keys.H, 'h'}, {Keys.I, 'i'}, {Keys.J, 'j'}, {Keys.K, 'k'}, {Keys.L, 'l'}, {Keys.M, 'm'}, {Keys.N, 'n'}, {Keys.O, 'o'}, {Keys.P, 'p'}, {Keys.Q, 'q'}, {Keys.R, 'r'}, {Keys.S, 's'}, {Keys.T, 't'}, {Keys.U, 'u'}, {Keys.V, 'v'}, {Keys.W, 'w'}, {Keys.X, 'x'}, {Keys.Y, 'y'}, {Keys.Z, 'z'}, {Keys.D0, '0'}, {Keys.D1, '1'}, {Keys.D2, '2'}, {Keys.D3, '3'}, {Keys.D4, '4'}, {Keys.D5, '5'}, {Keys.D6, '6'}, {Keys.D7, '7'}, {Keys.D8, '8'}, {Keys.D9, '9'}, {Keys.NumPad0, '0'}, {Keys.NumPad1, '1'}, {Keys.NumPad2, '2'}, {Keys.NumPad3, '3'}, {Keys.NumPad4, '4'}, {Keys.NumPad5, '5'}, {Keys.NumPad6, '6'}, {Keys.NumPad7, '7'}, {Keys.NumPad8, '8'}, {Keys.NumPad9, '9'}, {Keys.OemPeriod, '.'}, {Keys.OemMinus, '-'}, {Keys.Space, ' '} }; mTextBoxText = new StringBuilder(); mPreviousKeyState = Keyboard.GetState(); }
public override void LeaveState() { base.LeaveState(); mGameReference.aaGameWorld.Destroy(); mGameReference.aaGameWorld = null; aaGameWorld = null; mGameReference.IsMouseVisible = true; }
public override void EnterState() { base.EnterState(); mGameReference.IsMouseVisible = false; //Music plug mGameReference.mMusicMenu_Instance.Stop(); mGameReference.mMusicGameplay_Instance.Play(); aaGameWorld = new GameWorld(mGameReference.aaDisplay); aaGameWorld.Initialize(); mGameReference.aaGameWorld = aaGameWorld; }
public GraphicsEffectHandler(GameWorld pGameWorld) { aaGameWorld = pGameWorld; mExplosions = new List<GameEffect>(); }
public DisplayCamera(GameWorld pGameWorld = null) { aaGameWorld = pGameWorld; }
public HealthPickup(Display pDisplay, GameWorld pGameWorld, string pAssetFile, Vector2 pPosition, Vector2 pOrigin, float pDepth, Rectangle pSrcRect, float pRotation = 0) : base(pDisplay, pGameWorld, pAssetFile, pPosition, pOrigin, pDepth, pSrcRect, pRotation) { }
public Pickup(Display pDisplay, GameWorld pGameWorld, string pAssetFile, Vector2 pPosition, Vector2 pOrigin, float pDepth, Rectangle pSrcRect, float pRotation = 0) { mDisplay = pDisplay; mGameWorld = pGameWorld; mPickupDisplay = new DisplayObject(pDisplay, pAssetFile, pPosition.X, pPosition.Y, (int)pOrigin.X, (int)pOrigin.Y, pDepth, pSrcRect.X, pSrcRect.Y, pSrcRect.Width, pSrcRect.Height, pRotation, false); mCollisionCircle = new CircleCollision(pPosition.X, pPosition.Y, mPickupRadius); mCollisionCircle.mIsPickup = true; mCollisionCircle.mPickupOwner = this; mGameWorld.CollisionShapes_Circle.Add(mCollisionCircle); }
public UIElement_StaticMenuElement(Display pDisplay, GameWorld pGameWorld, string pAssetFile, int pPosX, int pPosY, int pOriginX, int pOriginY, float pDepth, int pSrc_RectX = 0, int pSrc_RectY = 0, int pWidth = -1, int pHeight = 01, float pRotation = 0) : base(pDisplay, pGameWorld, pAssetFile, pPosX, pPosY, pOriginX, pOriginY, pDepth, pSrc_RectX, pSrc_RectY, pWidth, pHeight, pRotation) { }
public Ship(GameWorld pGameWorld, string pType, uint pTeam, float pXPos, float pYPos, ShipKit pKit, bool pBoss = false, float pRotation = 0, float pXVel = 0, float pYVel = 0, float pMass = 0.001f) : base(pGameWorld, pType, pXPos, pYPos, pRotation, pXVel, pYVel) { mType = pType; mMass = pMass; mXForce = 0; mYForce = 0; mTeam = pTeam; aTurnPower = 5; mKit = pKit; aThrustPower = mKit.THRUST_POWER; aMaxThrust = mKit.THRUST_MAX; aTurnPower = mKit.TURN_POWER; aHull = mKit.HULL; mDead = false; mBoss = pBoss; BulletSpam = new Ability_BulletSpam(this); Cloak = new Ability_Cloak(this); FireBullet = new Ability_FireBullet(this); FireMultipleBullets = new Ability_FireMultipleBullets(this); BulletStar = new Ability_BulletStar(this); FireMine = new Ability_FireMine(this); FireMissile = new Ability_FireMissile(this); FireMultipleMissles = new Ability_FireMultipleMissles(this); ImmediateAboutFace = new Ability_ImmediateAboutFace(this); ImproveHandling = new Ability_ImproveHandling(this); MissileFlurry = new Ability_MissileFlurry(this); PathLaser = new Ability_PathLaser(this); SlowShip = new Ability_SlowShip(this); SuicideBomb = new Ability_SuicideBomb(this); ThrustShip = new Ability_ThrustShip(this); TurnLeft = new Ability_TurnLeft(this); TurnRight = new Ability_TurnRight(this); ChargeLaser = new Ability_ChargeLaser(this); Shield = new Ability_SuperShield(this); DeployBombGrunts = new Ability_DeployBombGrunts(this); SpawnSatellite = new Ability_SpawnSatellite(this); QuickFix = new Ability_QuickFix(this); OverchargeEngines = new Ability_OverchargeEngines(this); TankShield = new Ability_TankShield(this); DualWield = new Ability_DualWield(this); WaveBlast = new Ability_WaveBlast(this); WarpDrive = new Ability_WarpDrive(this); FullShield = new Ability_FullShield(this); RearGuns = new Ability_RearGuns(this); AntiBullets = new Ability_ShootAntiBullets(this); RapidFire = new Ability_RapidFire(this); if (pType == "Player_Agility") { Ability1 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility1[0]); Ability2 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility2[0]); Ability3 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility3[0]); Ability4 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility4[0]); } else if (pType == "Player_Tank") { Ability1 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility1[1]); Ability2 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility2[1]); Ability3 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility3[1]); Ability4 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility4[1]); } else if (pType == "Player_Commando") { Ability1 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility1[2]); Ability2 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility2[2]); Ability3 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility3[2]); Ability4 = GetAbility((aaGameWorld.aaDisplay.aaGame.mShipMenu as State_Menu_Ship).Abilitydata.mAbility4[2]); } mAllAbilities = new List<Ability>(); mAllAbilities.Add(BulletSpam); mAllAbilities.Add(Cloak); mAllAbilities.Add(FireBullet); mAllAbilities.Add(FireMultipleBullets); mAllAbilities.Add(BulletStar); mAllAbilities.Add(FireMine); mAllAbilities.Add(FireMissile); mAllAbilities.Add(FireMultipleMissles); mAllAbilities.Add(ImmediateAboutFace); mAllAbilities.Add(ImproveHandling); mAllAbilities.Add(MissileFlurry); mAllAbilities.Add(PathLaser); mAllAbilities.Add(SlowShip); mAllAbilities.Add(SuicideBomb); mAllAbilities.Add(ThrustShip); mAllAbilities.Add(TurnLeft); mAllAbilities.Add(TurnRight); mAllAbilities.Add(ChargeLaser); mAllAbilities.Add(Shield); mAllAbilities.Add(DeployBombGrunts); mAllAbilities.Add(SpawnSatellite); mAllAbilities.Add(QuickFix); mAllAbilities.Add(DualWield); mAllAbilities.Add(OverchargeEngines); mAllAbilities.Add(TankShield); mAllAbilities.Add(WaveBlast); mAllAbilities.Add(WarpDrive); mAllAbilities.Add(FullShield); mAllAbilities.Add(RearGuns); mAllAbilities.Add(AntiBullets); mAllAbilities.Add(RapidFire); mActiveBehaviors = new List<Behavior>(); mActiveBuffs = new List<Buff>(); mBehaviorsToRemove = new List<Behavior>(); mBuffsToRemove = new List<Buff>(); mBuffsToTrigger = new List<Buff>(); mCircleCollision = new CircleCollision(mXPos, mYPos, mKit.COLLISION_SIZE, null, this); aaGameWorld.CollisionShapes_Circle.Add(mCircleCollision); }
public UIElement_WaveDisplay(Display pDisplay, GameWorld pGameWorld, SpriteFont pFont, int pPosX, int pPosY, Color pTextColor) : base(pDisplay, pGameWorld, "", pPosX, pPosY, 0, 0, 0, 0, 0, 0, 0, 0) { mFont = pFont; mColor = pTextColor; mElapsedTime = 0.0f; Hide(); }
public GraphicsEffectHandler(GameWorld pGameWorld) { aaGameWorld = pGameWorld; mExplosions = new List <GameEffect>(); }