public mainPlayer(Vector3 Pos, Vector2 centre, float aspectRatio) : base(Pos) { currentlyEquipped = Weapons.none; for (int i = 0; i < bulletlist.Length; i++) { bulletlist[i] = new Bullet(Pos,100.0f); bulletlist[i].Active = false; } shortRange = new Bullet(Pos, 20.0f); LongRange = new Bullet(Pos, 1000.0f); shortRange.Active = false; LongRange.Active = false; available = Weapons.none; eyes = new Camera(Pos, Vector3.Zero, Vector3.Up, centre); eyes.setPerspectiveProjection(45.0f, aspectRatio, 2.0f, 1000.0f); }
/// <summary> /// Add bullets to the collidable list /// </summary> /// <param name="bullet"></param> /// <param name="No"></param> public void addBullets(Bullet bullet, int No) { Bullets[No] = new BoundingSphere(bullet.Position, bullet.charModel.Meshes[0].BoundingSphere.Radius * 1.0f); }