public Ship(Vector2f position, GameInterface gInterface, float speed) { isDead = false; shipSpeed = speed; isShielded = false; gameInterface = gInterface; Position = position; coolDown = new TimeSpan(0, 0, 0, 0, 500); cd = new Stopwatch(); cd.Start(); rectShape = new RectangleShape(new SFML.System.Vector2f(SHIP_SIZE, SHIP_SIZE)); rectShape.Texture = Content.shipTex; rectShape.TextureRect = new IntRect(0, 0, SHIP_SIZE, SHIP_SIZE); rectShape.Scale = new Vector2f(SIZE_FACTOR, SIZE_FACTOR); shieldShape = new RectangleShape(new SFML.System.Vector2f(SHIELD_SIZE, SHIELD_SIZE)); shieldShape.Texture = Content.ShipShieldTex; shieldShape.TextureRect = new IntRect(0, 0, SHIELD_SIZE, SHIELD_SIZE); shieldShape.Scale = new Vector2f(1.25f, 1.25f); }
//Level[] levels; //Level cLevel; public Game() { gameInterface = new GameInterface(); playerShip = new Ship(new SFML.System.Vector2f(700, 500), gameInterface, 14f); enemies = new LinkedList <Enemy>(); enemies.AddLast(new Enemy(new SFML.System.Vector2f(300, 300), gameInterface, 14f)); enemies.AddLast(new Enemy(new SFML.System.Vector2f(900, 300), gameInterface, 14f)); wave1 = new Wave(enemies); //waves = new LinkedList<Wave>(); //waves.AddLast(cWave); //var wave2 = new Wave(enemies); //waves.AddLast(wave2); //var level = new Level(waves); //levels = ; //levels.AddLast(level); var enemies2 = new LinkedList <Enemy>(); enemies2.AddLast(new Enemy(new SFML.System.Vector2f(300, 300), gameInterface, 14f)); enemies2.AddLast(new Enemy(new SFML.System.Vector2f(700, 300), gameInterface, 14f)); enemies2.AddLast(new Enemy(new SFML.System.Vector2f(1000, 300), gameInterface, 14f)); wave2 = new Wave(enemies2); var enemies3 = new LinkedList <Enemy>(); enemies3.AddLast(new Enemy(new SFML.System.Vector2f(600, 300), gameInterface, 14f, true)); wave3 = new Wave(enemies3); playTime = new Stopwatch(); playerBullets = new LinkedList <Bullet>(); enemyBullets = new LinkedList <Bullet>(); playTime.Start(); bonuses = new LinkedList <Bonus>(); bonuses.AddLast(new Bonus(BonusType.SHIELD)); //cLevel = levels.Last(); // levels.RemoveLast(); //waves = cLevel.waves; // cWave = waves.Last.Value; //waves.RemoveLast(); currentWave = 1; cWave = wave1; }