public World(PassObject RESETWORLD) { ResetWorld = RESETWORLD; numKilled = 0; nave = new Nave("nave", new Vector2(400, 300), new Vector2(48, 48)); //Inicializacion de mundo y cordeenadas GameGlobals.PassProjectile = AddProjectile; //funcion para activar pasar proyectil como objeto por medio de global (Delegade) GameGlobals.PassMob = AddMob; //funcion para activar pasar mob como objeto por medio de global (Delegade) offset = new Vector2(0, 0); spawnPoints.Add(new SpawnPoint("NaveMala", new Vector2(50, 50), new Vector2(30, 35))); //spawn de naves enemigas spawnPoints.Add(new SpawnPoint("NaveMala", new Vector2(Globals.screenWidth / 2, 50), new Vector2(30, 35))); spawnPoints[spawnPoints.Count - 1].spawnTimer.AddToTimer(500); spawnPoints.Add(new SpawnPoint("NaveMala", new Vector2(Globals.screenWidth - 50, 50), new Vector2(30, 35))); spawnPoints[spawnPoints.Count - 1].spawnTimer.AddToTimer(1000); spawnPoints.Add(new SpawnPoint("NaveMala", new Vector2(Globals.screenWidth - 50, 200), new Vector2(30, 35))); spawnPoints[spawnPoints.Count - 1].spawnTimer.AddToTimer(1500); spawnPoints.Add(new SpawnPoint("NaveMala", new Vector2(55, 200), new Vector2(30, 35))); spawnPoints[spawnPoints.Count - 1].spawnTimer.AddToTimer(2000); spawnPoints.Add(new SpawnPoint("NaveMala", new Vector2(Globals.screenWidth - 50, 350), new Vector2(30, 35))); spawnPoints[spawnPoints.Count - 1].spawnTimer.AddToTimer(3500); spawnPoints.Add(new SpawnPoint("NaveMala", new Vector2(55, 350), new Vector2(30, 35))); spawnPoints[spawnPoints.Count - 1].spawnTimer.AddToTimer(3000); spawnPoints.Add(new SpawnPoint("NaveMala", new Vector2(Globals.screenWidth / 2, 410), new Vector2(30, 35))); // spawnPoints[spawnPoints.Count - 1].spawnTimer.AddToTimer(500); ui = new UI(); }
public virtual void AI(Nave NAVE) { pos += Globals.RadialMovement(NAVE.pos, pos, speed); //funcion para que las naves vayan hacia a l nave rot = Globals.RotateTowards(pos, NAVE.pos); if (Globals.GetDistance(pos, NAVE.pos) < 15) { NAVE.GetHit(1); dead = true; } }
public virtual void Update(Vector2 OFFSET, Nave NAVE) { AI(NAVE); base.Update(OFFSET); }