private void addFirstAidKit() { float y = Constants.TERRAIN_HEIGHT; float x = 0, z = 0; while (y > .7 * Constants.TERRAIN_HEIGHT) { x = (float)(rnd.NextDouble() * 4700 - Constants.FIELD_MAX_X_Z); z = (float)(rnd.NextDouble() * 4700 - Constants.FIELD_MAX_X_Z); y = myGame.GetHeightAtPosition(x, z); } Vector3 pos = new Vector3(x, y + 30, z); Unit unit = new Unit(myGame, pos, Vector3.Zero, Constants.MEDKIT_SCALE); FirstAid firstAid = new FirstAid(myGame, myGame.Content.Load <Model>(@"model/First Aid Kit2"), unit); firstAidKits.Add(firstAid); }
protected void UpdateShots(GameTime gameTime) { // Loop through shots for (int i = 0; i < bullets.Count; ++i) { // Update each shot bullets[i].Update(gameTime); //If shot is out of bounds, remove it from game Vector3 pos = bullets[i].unit.position; if (Math.Abs(pos.Length()) > bulletRange || pos.Y < myGame.GetHeightAtPosition(pos.X, pos.Z) || myGame.checkCollisionWithBullet(bullets[i].unit)) { bullets.RemoveAt(i); --i; } } }
private void addEnemy() { float x = 0, z = 0; float y = Constants.TERRAIN_HEIGHT; //while(y > .5 * Constants.TERRAIN_HEIGHT) //{ x = (float)(rnd.NextDouble() * Constants.FIELD_MAX_X_Z * 2 - Constants.FIELD_MAX_X_Z); z = (float)(rnd.NextDouble() * Constants.FIELD_MAX_X_Z * 2 - Constants.FIELD_MAX_X_Z); y = myGame.GetHeightAtPosition(x, z); //} Vector3 pos = new Vector3(x, y, z); Vector3 rot = new Vector3(0, (float)(rnd.NextDouble() * MathHelper.TwoPi), 0); MonsterUnit monsterUnit = new MonsterUnit(myGame, pos, rot, Constants.MONSTER_SCALE); Monster monster = new Monster(myGame, skinnedModel, monsterUnit); monsters.Add(monster); hpBillBoardSystem.monstersTextures.Add(HPBillboardSystem.getTexture(monster.health)); //billBoardSystem.monsters.Add(monster); }