public MainGameScene(int restingHeartRate, bool heartCore) { this.Entities = new List<Entity>(); ClockManager = new Timing.ClockManager(); m_Player = new PlayerThing(this, restingHeartRate); m_BulletManager = new BulletManager(this); m_BugManager = new BugManager(this); // m_PingManager = new PingManager(this); m_PingManager = new NewPingManager(this); m_BackgroundTexture = HeartAttack.theGameInstance.Content.Load<Texture2D>("background"); m_Ripple = HeartAttack.theGameInstance.Content.Load<Effect>("RippleShader"); m_PingLengthsParameter = m_Ripple.Parameters["pingLengths"]; m_Ripple.Parameters["Viewport"].SetValue( new Vector2(HeartAttack.theGameInstance.graphics.GraphicsDevice.Viewport.Width, HeartAttack.theGameInstance.graphics.GraphicsDevice.Viewport.Height)); m_ShaderRenderTarget = new RenderTarget2D (HeartAttack.theGameInstance.graphics.GraphicsDevice, HeartAttack.theGameInstance.graphics.GraphicsDevice.PresentationParameters.BackBufferWidth, HeartAttack.theGameInstance.graphics.GraphicsDevice.PresentationParameters.BackBufferHeight); m_ShaderTexture = new Texture2D( HeartAttack.theGameInstance.graphics.GraphicsDevice, HeartAttack.theGameInstance.graphics.GraphicsDevice.PresentationParameters.BackBufferWidth, HeartAttack.theGameInstance.graphics.GraphicsDevice.PresentationParameters.BackBufferHeight, true, m_ShaderRenderTarget.Format ); director = new AIDirector(m_Player, heartCore); }
public void HitPlayer(PlayerThing player) { m_HeartHitSound.Play(); handleDeath(); }
public AIDirector(PlayerThing pPlayer, bool pHeartcore) { m_Player = pPlayer; m_Heartcore = pHeartcore; }
public bool CollidesWith(PlayerThing pPlayer) { return (m_Sprite.Position - pPlayer.Position).Length() < this.radius + pPlayer.Radius; }