public World(Game game) : base(game) { groundPlane = new Ground(game); playerModel = new Player(game); world = Matrix.Identity; game.Components.Add(groundPlane); game.Components.Add(playerModel); }
public Enemy(Game game, Player player, Level level, GameObject body, GameObject fist, Vector3 pos) : base(game) { this.body = body; this.fist = fist; this.player = player; this.level = level; damage = 2; health = 10; fistX = 0; fistY = 0; fistZ = radius; //Attack parameters attackCooldown = 1f; //Time till enemy can attack again isAttacking = false; canAttack = true; enemyYaw = 0; fistDefaultAngle = 0.5f; angle = fistDefaultAngle; speed = (2 * MathHelper.Pi) * 2; //Set body GameObject parameters setPosition(pos); body.setPosition(position); body.physobj.coltype = PhysicsObject.ColliderType.enemy; //Set fist GameObject parameters fist.setScale(0.5f); fistPosition = new Vector3(fistX + body.physobj.position.X, fistY + body.physobj.position.Y, fistZ + body.physobj.position.Z); fist.setPosition(fistPosition); fist.physobj.coltype = PhysicsObject.ColliderType.enemy; prevFistPos = fistPosition; fist.physobj.isStatic = true; }
protected override void LoadContent() { // Initialise game object containers. gameObjects = new List<GameObject>(); addedGameObjects = new Stack<GameObject>(); removedGameObjects = new Stack<GameObject>(); ghosts = new List<Ghost>(); // Create game objects. player = new Player(this, playerLives); base.LoadContent(); }
protected override void LoadContent() { // Initialise game object containers. gameObjects = new List<GameObject>(); addedGameObjects = new Stack<GameObject>(); removedGameObjects = new Stack<GameObject>(); arial16BMFont = Content.Load<SpriteFont>("Arial16"); spriteBatch = ToDisposeContent(new SpriteBatch(GraphicsDevice)); // Create game objects. player = new Player(this); gameObjects.Add(player); gameObjects.Add(new EnemyController(this)); gameObjects.Add(new AsteroidController(this)); crosshair = new Crosshair(this); gameObjects.Add(crosshair); // Create an input layout from the vertices base.LoadContent(); }
/// <summary> /// Load game content. /// </summary> protected override void LoadContent() { // Initialise game object containers. gameObjects = new List<GameObject>(); addedGameObjects = new Stack<GameObject>(); removedGameObjects = new Stack<GameObject>(); // Create game objects. worldBase = new Land(this, this.size); gameObjects.Add(worldBase); ocean = new Ocean(this, this.size); gameObjects.Add(ocean); lighting = new LightingController(this); gameObjects.Add(lighting); player = new Player(this); gameObjects.Add(player); controller = new EnemyController(this); gameObjects.Add(controller); base.LoadContent(); }
protected override void Initialize() { Window.Title = "Lab 4"; camera = new Camera(this); mazeLandscape = new MazeLandscape(this,mazeDimension,mazeSeed); player = new Player(this); sphere = new Sphere(Content.Load<Model>("sphere"), this); camera.setStartingPosView(); //testModel = Content.Load<Model>("woodsphere_obj"); base.Initialize(); }
protected override void LoadContent() { // Create the camera camera = new Camera(this); sun = new Sun(this); landscape = new Landscape(this); // must init first. landscape.shader_option = 0; player = new Player(this); enemyController = new EnemyController(this); allBalls.Add(player); foreach(Enemy e in enemyController.enemies){ allBalls.Add(e); } camera.position = player.pos; this.score = 0; this.music = 100; this.target_score = 30; // Create an input layout from the vertices base.LoadContent(); }
public void createPlayer(Game game, Vector3 pos) { GameObject body = createGameObject(game, Vector3.Zero, "sphere", "player"); //Player body GameObject fist = createGameObject(game, Vector3.Zero, "sphere", "tex_fist"); //Player fist gameobjs.Add(body); gameobjs.Add(fist); //Add the body and fist of player to gameobjs player = new Player(game, body, fist, pos, camera); player.body.setPosition(pos); //Add to Game.Components components.Add(player); physworld.addCollisionEvent(player.body.physobj, player.fist.physobj); }
void SetGameObjects() { // Initialise game object containers. gameObjects = new List<GameObject>(); addedGameObjects = new Stack<GameObject>(); removedGameObjects = new Stack<GameObject>(); lightManager = new LightManager(this); // Create the first platform and get the height Platform first_platform = new Platform(this); int level = first_platform.platform[2, 0]; init_pos = new Vector3(first_platform.platfom_midpoint, first_platform.Levels[level], 0); //Number of platforms to render on screen at any time gameObjects.Add(first_platform); gameObjects.Add(new Platform(this)); gameObjects.Add(new Platform(this)); gameObjects.Add(new Platform(this)); gameObjects.Add(new Platform(this)); gameObjects.Add(new Platform(this)); gameObjects.Add(new Platform(this)); gameObjects.Add(new Platform(this)); // Create the player player = new Player(this, init_pos); gameObjects.Add(player); // Create game objects. gameObjects.Add(new EnemyController(this)); spriteBatch = ToDisposeContent(new SpriteBatch(GraphicsDevice)); }
protected override void LoadContent() { // Initialise game object containers. gameObjects = new List<GameObject>(); addedGameObjects = new Stack<GameObject>(); removedGameObjects = new Stack<GameObject>(); // Create game objects. player = new Player(this); gameObjects.Add(player); gameObjects.Add(new EnemyController(this)); // Create an input layout from the vertices base.LoadContent(); }