/// <summary> /// Constructor of alien craft /// </summary> /// <param name="game">Game in which the alien craft is set</param> public AlienCraft(WarGame game, MainScene _scene, Vector3 _position) : base(game, _scene, _position) { gameObjectModel = game.alienCraftModel; scale = new Vector3(0.5f, 0.5f, 0.5f); maxSpeed = 0.05f; maxForce = 10 * maxSpeed; mass = 20.0f; currentSB = SBNames.WanderReadyToAttack; currentWorld = Matrix.CreateScale(scale) * Matrix.CreateWorld(Position, lastNonZeroVelocity, Vector3.Up); boundingBox = new Bbox(this, game, scene); scene.SceneComponents.Add(boundingBox); boundingBox.RecalculateBoundingBox(); }
/// <summary> /// Constructor of the fighter /// </summary> /// <param name="game">Game in which the fighter is set</param> /// <param name="_position">Initial position of the fighter</param> public Fighter(WarGame game, Vector3 _position, MainScene _scene) : base(game, _scene, _position) { gameObjectModel = game.spaceShipModel; scale = new Vector3(0.5f, 0.5f, 0.5f); maxSpeed = 0.5f; maxForce = 10 * maxSpeed; mass = 20.0f; currentSB = SBNames.None; currentWorld = Matrix.CreateScale(scale) * Matrix.CreateWorld(Position, lastNonZeroVelocity, Vector3.Up); boundingBox = new Bbox(this, game, scene); scene.SceneComponents.Add(boundingBox); boundingBox.RecalculateBoundingBox(); // show the bounding box if the game is in debug mode if (scene.IsInDebugMode) DebugModeToggle(); }
/// <summary> /// Constructor of the building /// </summary> /// <param name="game">Game where the building is set</param> /// <param name="_position">Position of the building</param> public Building(WarGame game, Vector3 _position, MainScene _scene) : base(game, _scene, _position) { gameObjectModel = game.castleModel; scale = new Vector3(0.001f, 0.001f, 0.001f); maxSpeed = 0f; maxForce = 0f; mass = 1000f; currentSB = SBNames.None; currentWorld = Matrix.CreateScale(scale) * Matrix.CreateWorld(Position, lastNonZeroVelocity, Vector3.Up); HealthPoints = 0.05f; bar.Show(); boundingBox = new Bbox(this, game, scene); scene.SceneComponents.Add(boundingBox); boundingBox.RecalculateBoundingBox(); // show the bounding box if the game is in debug mode if (scene.IsInDebugMode) DebugModeToggle(); }