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 UI(ObserverGame game, SpriteBatch spriteBatchIn, int initialHealth, int initialBombs) : base(game) { var_SpriteBatch = spriteBatchIn; var_Current_Health = initialHealth; var_Current_Bombs = initialBombs; var_Game_Font = game.Content.Load<SpriteFont>("MotorwerkOblique"); var_UI_Texture = game.Content.Load<Texture2D>("UiOverlay"); game.Components.Add(this); }
public GameCamera(ObserverGame game) : base(game) { var_Aspect_Ratio = game.GraphicsDevice.Viewport.AspectRatio; var_Near_Plane = 10.0f; var_Far_Plane = 8500.0f; var_Field_Of_View = 65.0f; var_Up = Vector3.Up; UpdateCamera(); game.Components.Add(this); }
public Bomb(ObserverGame game, Vector3 spawnPoint) : base(game) { var_Model = game.Content.Load<Model>("Model\\Bomb"); var_Position = spawnPoint; var_Bounding_Region = new BoundingSphere(var_Position, 40); var_Explosion_Expansion_Countdown = 60; var_DrawableObjects.Add(this); game.Components.Add(this); }
public Laser(ObserverGame game, Vector3 spawnPoint) : base(game) { var_Model = game.Content.Load<Model>("Model\\laser"); var_Position = spawnPoint; var_Bounding_Region = new BoundingSphere(var_Position, 20); Visible = false; var_HasBeenInCamera = false; var_DrawableObjects.Add(this); game.Components.Add(this); }
protected override void Initialize() { // TODO: Add your initialization logic here var_Game = this; var_InputHandler = new InputHandler(this); var_SpriteBatch = new SpriteBatch(GraphicsDevice); var_GameCamera = new GameCamera(this); var_PlayerShip = new PlayerShip(this, Vector3.Zero, var_GameCamera); var_Director = new NewDirector(this, ChallengeLevel.Normal); var_SegmentGenerator = new SegmentGenerator(var_Game, ChallengeLevel.Normal, var_GameCamera, var_Director ); var_Tunnel = new Tunnel(this); var_UI = new UI(this, var_SpriteBatch, var_PlayerShip.var_Health, var_PlayerShip.var_Bomb_Count); AssignSubscribers(); base.Initialize(); }
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); }