public CrossFusionFormation(Game game, int shipWidth, int shipHeight, Vector2 pos) { //Remember the initial position base.fixedPoint = pos; base.game = game; //Set up the Line Formation NormalFormation p1NormalFormation = new NormalFormation(4, shipWidth, shipHeight, pos); p1NormalFormation.playerIndex = PlayerIndex.One; p1NormalFormation.usedByBothPlayers = false; //Set up the Line Formation LineFormation p2LineFormation = new LineFormation(4, shipWidth, shipHeight, pos); p2LineFormation.playerIndex = PlayerIndex.Two; p2LineFormation.usedByBothPlayers = false; base.playerFormationList.Add(PlayerIndex.One, p1NormalFormation); base.playerFormationList.Add(PlayerIndex.Two, p2LineFormation); CrossFusionShockwave swave = new CrossFusionShockwave(game, 1); //Change the shockwave's color to green swave.color = Color.Green; if (!Defines.particleManager.HasTypeAlready(typeof(CrossFusionShockwave))) { Defines.particleManager.Register(swave); } }
public CrossFusionFormation(Game game, int shipWidth, int shipHeight, Vector2 pos) { //Remember the initial position base.fixedPoint = pos; base.game = game; //Set up the Line Formation NormalFormation p1NormalFormation = new NormalFormation(4, shipWidth, shipHeight, pos); p1NormalFormation.playerIndex = PlayerIndex.One; p1NormalFormation.usedByBothPlayers = false; //Set up the Line Formation LineFormation p2LineFormation = new LineFormation(4, shipWidth, shipHeight, pos); p2LineFormation.playerIndex = PlayerIndex.Two; p2LineFormation.usedByBothPlayers = false; base.playerFormationList.Add(PlayerIndex.One, p1NormalFormation); base.playerFormationList.Add(PlayerIndex.Two, p2LineFormation); CrossFusionShockwave swave = new CrossFusionShockwave(game, 1); //Change the shockwave's color to green swave.color = Color.Green; if(!Defines.particleManager.HasTypeAlready(typeof(CrossFusionShockwave))) Defines.particleManager.Register(swave); }