public Enemy(Category _category, fk_Vector position, fk_AppWindow window) { category = _category; switch (category) { case Category.Dash: model.Shape = new fk_Sphere(4, 12); model.Material = fk_Material.Red; model.GlMoveTo(position); model.SmoothMode = false; model.BMode = fk_BoundaryMode.SPHERE; model.AdjustSphere(); window.Entry(model); ability = false; preAbility = ability; hp = 2; break; case Category.Patroll: model.Shape = new fk_Sphere(4, 18); model.Material = fk_Material.Red; model.GlMoveTo(position); model.SmoothMode = false; model.BMode = fk_BoundaryMode.SPHERE; model.AdjustSphere(); window.Entry(model); ability = false; preAbility = ability; hp = 3; break; } }
public Explosion(fk_Vector position, fk_AppWindow appWindow) { model.Shape = new fk_Sphere(4, 16); model.Material = fk_Material.DimYellow; model.GlMoveTo(position); model.SmoothMode = true; model.BMode = fk_BoundaryMode.SPHERE; model.AdjustSphere(); appWindow.Entry(model); }
public Bullet(float size, fk_Vector position, fk_Vector _direction, fk_Material color, int _speed, int _damege, fk_AppWindow appWindow) { model.Shape = new fk_Sphere(4, size); model.Material = color; model.GlMoveTo(position); model.SmoothMode = true; model.BMode = fk_BoundaryMode.SPHERE; model.AdjustSphere(); direction = _direction; speed = _speed; damege = _damege; appWindow.Entry(model); }