Esempio n. 1
0
        public Ship(Screens.GameScreen gameScreen, Vector3 respawnPoint, Screens.GameplayScreen gpScreen, Player player)
            : base(gameScreen, 10f, 0d, 8d, respawnPoint)
        {
            // ship should know who owns it
            _owner = player;
            gameplayScreen = gpScreen;

            //The follow code is to test the weapons
            _frontWeapon = new TestGun(gameScreen, this);
            _rightWeapon = new RemoteMineLauncher(gameScreen, this);
            _leftWeapon = new TestGun(gameScreen, this);
            _backWeapon = new TestGun(gameScreen, this);
        }
 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     // Create a new SpriteBatch, which can be used to draw textures.
     spriteBatch = new SpriteBatch(GraphicsDevice);
     Player1 = new Player(this,Content.Load<Texture2D>("Texture\\Il-Wrath"),
                               Content.Load<Texture2D>("Texture\\planet"),WeaponTypes.Basic);
     AstroidTexture = Content.Load<Texture2D>("Texture\\Asteroid");
     BackgroundTexture = Content.Load<Texture2D>("Texture\\Space_BackGround");
     background = new Background(BackgroundTexture,graphics.GraphicsDevice.PresentationParameters.BackBufferWidth,
         graphics.GraphicsDevice.PresentationParameters.BackBufferHeight);
     for (int i = 0; i < 10; i++)
     {
         myAstroids.Add(new Asteroid(this, AstroidTexture, new Vector2((float)rand.NextDouble() * graphics.GraphicsDevice.PresentationParameters.BackBufferWidth, (float)rand.NextDouble() * graphics.GraphicsDevice.PresentationParameters.BackBufferWidth),
                                         1f,
                                         0.0f, new Vector2(AstroidTexture.Width / 2, AstroidTexture.Height / 2), spriteBatch,
                                         10f, 10f, 4f));
     }
 }
 public CommonVariablesPlayer(Player player)
 {
 }