public PlayerGameObject(GameObjectCollection collection)
     : base(collection)
 {
     playerID = new IntegerGameObjectMember(this, 0);
     colorIndex = new IntegerGameObjectMember(this, 0);
     companies = new GameObjectReferenceListField<Company>(this);
 }
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 public Company(GameObjectCollection collection)
     : base(collection)
 {          
     controllingPlayer = new GameObjectReferenceField<PlayerGameObject>(this);
     combatVehicles = new GameObjectReferenceListField<CombatVehicle>(this);
     transportVehicles = new GameObjectReferenceListField<Transport>(this);
     supplyPoint = new GameObjectReferenceField<Base>(this);
 }
 public Turret(Game1 game)
     : base(game)
 {
     gunList = new GameObjectReferenceListField<Gun>(this); ;
     turretDirectionRelativeToSelf = new InterpolatedAngleGameObjectMember(this, 0);
     range = new FloatGameObjectMember(this, 0);
     angularSpeed = new FloatGameObjectMember(this, 50);
     target = new Vector2GameObjectMember(this, new Vector2(1000));
 }
Esempio n. 4
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 public Turret(Game1 game)
     : base(game)
 {
     gunList = new GameObjectReferenceListField <Gun>(this);;
     turretDirectionRelativeToSelf = new InterpolatedAngleGameObjectMember(this, 0);
     range        = new FloatGameObjectMember(this, 0);
     angularSpeed = new FloatGameObjectMember(this, 50);
     target       = new Vector2GameObjectMember(this, new Vector2(1000));
 }
Esempio n. 5
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 public PhysicalObject(Game1 game) : base(game)
 {
     memberField = new GameObjectReferenceListField <MemberPhysicalObject>(this);
 }
 //TODO: Need to add a new Subclass of GameObject to fix this
 /*
 protected override float SecondsBetweenUpdateMessage
 {
     get
     {
         return float.MaxValue;
     }
 }*/
 public ControllerFocusObject(Game1 game)
     : base(game)
 {
     focusList = new GameObjectReferenceListField<Ship>(this);
 }
 public PhysicalObject(Game1 game)
     : base(game)
 {
     memberField = new GameObjectReferenceListField<MemberPhysicalObject>(this);
 }