public Tunnel(ObserverGame game)
     : base(game)
 {
     var_Model = game.Content.Load<Model>("Model\\Tunnel");
     var_Position = new Vector3(0, 0, -8000);
     var_Bounding_Region = new BoundingSphere(var_Position, 1);
     var_Tunnel_Wall = new BoundingCircle(3500);
     var_DrawableObjects.Add(this);
     game.Components.Add(this);
 }
        public PlayerShip(ObserverGame game, Vector3 spawnPoint, GameCamera cameraIn)
            : base(game)
        {
            var_Model = game.Content.Load<Model>("Model\\StarFighter");

            sfxBoost = game.Content.Load<SoundEffect>("SFX\\boost");
            sfxBreak = game.Content.Load<SoundEffect>("SFX\\brake");
            sfxHitObstacle = game.Content.Load<SoundEffect>("SFX\\arwingHitObstacle");
            sfxSingleLaserShot = game.Content.Load<SoundEffect>("SFX\\arwingSingleLaserOneShot");
            sfxBombFired = game.Content.Load<SoundEffect>("SFX\\bombFireAndExplode");

            var_Position = spawnPoint;
            var_Previous_Position = var_Position;
            var_Velocity = 0;
            var_Axis_Of_Rotation = Vector3.Zero;
            var_Cooldown_Timer = 0;
            var_Bomb_Count = CONST_STARTING_BOMBS;
            var_Health = CONST_STARTING_HITPOINTS;
            var_Accellerate = false;

            var_Bounding_Circle = new BoundingCircle(3500);

            //var_Bounding_Region = new BoundingSphere(var_Position, 250);

            //var_Bounding_Region = new BoundingSphere(var_Position , 30);

            var_Bounding_Region = new BoundingSphere(new Vector3(var_Position.X, var_Position.Y, var_Position.Z - 560), 50);

            var_Ship_Bounding_Regions = new List<BoundingSphere>();
            //var_Ship_Bounding_Regions.Add(new BoundingSphere(var_Position, 30));

            camera = cameraIn;

            var_DrawableObjects.Add(this);

            game.Components.Add(this);
        }
 public TunnelEventArgs(BoundingCircle circle)
 {
     Circle = circle;
 }
 public void TunnelUpdate(TunnelEventArgs e)
 {
     var_Bounding_Circle = e.Circle;
 }