public TankTurret(Game game, ThePlayer player) : base(game) { PlayerRef = player; Barral = new AModel(game); ShotTimer = new Timer(game, 4.1f); }
public EnemyControl(Game game, ThePlayer player) : base(game) { PlayerRef = player; Tanks = new List <Tank>(); game.Components.Add(this); }
public Background(Game game, ThePlayer player) : base(game) { PlayerRef = player; GrassX = new float[Grass.Length]; BlocksX = new float[Blockades.Length]; MountianX = new float[Mountians.Length]; for (int i = 0; i < Mountians.Length; i++) { Mountians[i] = new Mod(game); } for (int i = 0; i < Grass.Length; i++) { Grass[i] = new Engine.Plane(game); } for (int i = 0; i < Blockades.Length; i++) { Blockades[i] = new Mod(game); } Stars = new StarControl(game); Base = new Mod(game); game.Components.Add(this); }
public HouseControl(Game game, ThePlayer player) : base(game) { PlayerRef = player; for (int i = 0; i < Houses.Length; i++) { Houses[i] = new Mod(game); OpenHouses[i] = new Mod(game); } game.Components.Add(this); }
public Tank(Game game, ThePlayer player) : base(game) { PlayerRef = player; Turret = new TankTurret(game, player); Active = false; for (int i = 0; i < 2; i++) { Treds[i] = new TankTred(game); Treds[i].AddAsChild(this, true, false); } }
public Person(Game game, ThePlayer player, XnaModel model) : base(game, model) { PlayerRef = player; Attention = new Timer(game, Services.RandomMinMax(0.25f, 2)); }