public TurretShot(Particle newParticle, Position target, IGameSprite sprite) : base(newParticle,sprite) { _particle = newParticle; _particle.velocity = GameParameters.TURRET_SHOT_VELOCITY; _type = ObjectType.TURRET_SHOT; _target = target; }
//add delegates as needed here public City(Position center, IGameSprite gameSprite) { _hullRadius = GameParameters.CITY_HULL_RADIUS; _type = ObjectType.CITY; _health = GameParameters.CITY_HEALTH; _center = center; _sprite = gameSprite; }
public Missile(Particle newParticle, IGameSprite sprite) { _hullRadius = GameParameters.MISSILE_HULL_RADIUS; _type = ObjectType.MISSILE; _health = 10; _particle = newParticle; _sprite = sprite; }
public Turret(Position center, IGameSprite gameSprite) { _center = center; _hullRadius = GameParameters.TURRET_HULL_RADIUS; _type = ObjectType.TURRET; _health = 100; _ammunition = GameParameters.TURRET_AMMO; _sprite = gameSprite; }
public Explosion(Position center, double intensity, IGameSprite gameSprite) { _scalar = 0; _start = DateTime.Now; _duration_ms = GameParameters.MISSILE_EXPLOSION_DURATION_MS; //explosion hull radius is a parabolic function of time _hullRadius = 0.0; _type = ObjectType.EXPLOSION; _health = 10; _intensity = intensity; _sprite = gameSprite; _center = center; _damage = GameParameters.EXPLOSION_DAMAGE; }
public Bomber(Particle startVector, IGameSprite gameSprite, int numBombs, int dropInterval) { _hullRadius = GameParameters.BOMBER_HULL_RADIUS; _type = ObjectType.BOMBER; _health = 100; _particle = startVector; _dropInterval = dropInterval; if (numBombs >= 0) { _bombs = new bool[numBombs]; for (int i = 0; i < numBombs; i++) { _bombs[i] = true; } } else { Console.WriteLine("ERROR numBombs < 0 in Bomber ctor"); } _sprite = gameSprite; }
public Mirv(Particle newParticle, IGameSprite sprite, double deployAltitude) : base(newParticle,sprite) { _deployAltitude = deployAltitude; _once = true; _type = ObjectType.MISSILE; }
public AirBurst(Position center, double intensity, IGameSprite gameSprite): base(center, intensity, gameSprite) { _type = ObjectType.AIR_BURST; _damage = GameParameters.AIR_BURST_DAMAGE; _hullRadius = 0.0; }