internal static Ship ShipFactory() { Ship newShip = shipPool.GetNew() as Ship; newShip.Location = new Vector2(View.GameView.PlayArea.Width / 2, View.GameView.PlayArea.Height / 2); newShip.Renderer = null; return newShip; }
public Ship ShipFactory() { Ship newShip = shipPool.GetNew() as Ship; newShip.Location = new Vector2(View.GameView.PlayArea.Width / 2, View.GameView.PlayArea.Height / 2); newShip.Renderer = null; _inputManager.CommandReceived -= newShip.CommandReceivedHandler; _inputManager.CommandReceived += newShip.CommandReceivedHandler; return(newShip); }
internal static Asteroid AsteroidFactory() { Asteroid newAsteroid = asteroidPool.GetNew() as Asteroid; int size = GameModel.Random.Next(AsteroidMinSize, AsteroidMaxSize); newAsteroid.Height = size; newAsteroid.Width = size; newAsteroid.Stage = AsteroidInitialStage; newAsteroid.Style = GameModel.Random.Next(1, 4); newAsteroid.Renderer = null; return newAsteroid; }
internal static Planet PlanetFactory(Vector2 location, Planets ID) { Planet newPlanet = planetPool.GetNew() as Planet; newPlanet.PlanetID = ID; newPlanet.Location = location; int size = GameModel.Random.Next(PlanetMinSize, PlanetMaxSize); newPlanet.Height = size; newPlanet.Width = size; newPlanet.Renderer = null; return newPlanet; }
internal static Laser LaserFactory(Ship ship) { Laser newLaser = laserPool.GetNew() as Laser; if (ship != null) { newLaser.Owner = ship.Owner; newLaser.Location = new Vector2(ship.Location.X, ship.Location.Y); newLaser.Height = LaserHeight; newLaser.Width = LaserWidth; newLaser.Orientation = ship.Orientation; newLaser.Velocity = ship.Velocity + thrustVector(LaserSpeed, ship.Orientation); } newLaser.Renderer = null; return newLaser; }