private Asteroid CreateAsteroid() { Random posRandom = new Random(); Random velRandom = new Random(); float size = posRandom.Next(100, 500); float mass = size * 10; float astSize = (float)(500 - size) / 500; astSize = 0.15f * astSize; astSize = 0.3f - astSize; Asteroid ast = new Asteroid(Content.Load<Texture2D>("Asteroids/" + asteroidTextures[new Random().Next(0, asteroidTextures.Length)]), new Vector2(posRandom.Next(100, 1900), posRandom.Next(100, 1900)), new Vector2(astSize), mass); ast.Size = size; ast.Name = ConstructName(); ast.Velocity = new Vector2((float)velRandom.Next(-3, 4) / 10, (float)velRandom.Next(-3, 4) / 10); return ast; }
private void GeneratingAsteroids(IDraw system) { Random posRandom = new Random(); Random velRandom = new Random(); int asteroidsCount = posRandom.Next(10, 30); for (int i = 0; i < asteroidsCount; i++) { float size = posRandom.Next(100, 500); float mass = size * 10; float astSize = (float)(500 - size) / 500; astSize = 0.15f * astSize; astSize = 0.3f - astSize; Asteroid ast = new Asteroid(Content.Load<Texture2D>("Asteroids/" + asteroidTextures[new Random().Next(0, asteroidTextures.Length)]), new Vector2(posRandom.Next(100, 1900), posRandom.Next(100, 1900)), new Vector2(astSize), mass); ast.Size = size; ast.Name = ConstructName(); ast.Velocity = new Vector2((float)velRandom.Next(-3, 4) / 10, (float)velRandom.Next(-3, 4) / 10); if (system is SolarSystem) { system.ToSolarSystem().Objects.Add(ast); } else { system.ToBlackHoleSystem().Objects.Add(ast); } } }