public Pokeball(Model model1, GraphicsDevice device, Camera camera) : base(model1) { this.model = model1; mousePick = new MousePick(device, camera); initPosition = new Vector3(0, 0, 0); translation = Matrix.CreateTranslation(initPosition); }
public FleeTank(Model model, GraphicsDevice device, Camera camera, Vector3 position, int tankID) : base(model) { mousePick = new MousePick(device, camera); npcTankID = tankID; //position = new Vector3(100, 0, -100); //enemy tank's spawn position this.position = position; currentVelocity = Vector3.Normalize(new Vector3(0, 0, 1)); //enemy tank is facing vector3(0,0,1) when it spawn, this is initial velocity turretBone = model.Bones["turret_geo"]; backWheelBone = model.Bones["r_back_wheel_geo"]; //9-11 patrol RandomPatrolPoint(); translation = Matrix.CreateTranslation(position); }
public Tank(Model model, GraphicsDevice device, Camera camera) : base(model) { mousePick = new MousePick(device, camera); tankCamera = camera; position = Vector3.Zero; pickPositionCur = Vector3.Zero; tankDirection = new Vector3(0, 0, 1); tankDirection.Normalize(); //update 9/3 currentCameraDirection = tankCamera.cameraDirection; pickPositionCur = Vector3.Zero; turretBone = model.Bones["turret_geo"]; //update 9/4 00:22 cannonBone = model.Bones["canon_geo"]; lSteerEngineBone = model.Bones["l_steer_geo"]; rSteerEngineBone = model.Bones["r_steer_geo"]; leftBackWheelBone = model.Bones["l_back_wheel_geo"]; rightBackWheelBone = model.Bones["r_back_wheel_geo"]; leftFrontWheelBone = model.Bones["l_front_wheel_geo"]; rightFrontWheelBone = model.Bones["r_front_wheel_geo"]; hatchBone = model.Bones["hatch_geo"]; tankBone = model.Bones["tank_geo"]; leftFrontWheelTransform = leftFrontWheelBone.Transform; rightFrontWheelTransform = rightFrontWheelBone.Transform; leftBackWheelTransform = leftBackWheelBone.Transform; rightBackWheelTransform = rightBackWheelBone.Transform; leftFrontWheelTransform = leftFrontWheelBone.Transform; hatchTransform = hatchBone.Transform; tankTransform = tankBone.Transform; prevMouseState = Mouse.GetState(); }