public AttachedWeapon(GameScreen gameScreen, Ship owner, float maxHealth, double fireRate) : base(gameScreen, maxHealth, 0d) { this._owner = owner; this._fireRate = fireRate; this._lastShot = 0; }
public WeaponWithAmmo(GameScreen gameScreen, Ship owner, float maxHealth, double fireRate, double fireVelocity, int maxAmmo) : base(gameScreen, owner, maxHealth, fireRate) { _fireVelocity = fireVelocity; _maxAmmo = maxAmmo; }
public static AttachedWeapon generateAttachedWeapon(Weapons weapon, GameScreen gameScreen, Ship owner) { AttachedWeapon aWeapon; switch (weapon) { case Weapons.TestGun: aWeapon = new TestGun(gameScreen, owner); break; case Weapons.Fan: aWeapon = new Fan(gameScreen, owner); break; case Weapons.RemoteMineLauncher: aWeapon = new RemoteMineLauncher(gameScreen, owner); break; default: aWeapon = null; break; } return aWeapon; }
public TestGun(GameScreen gameScreen, Ship owner) : base(gameScreen, owner, 1f, 0.5d, 0.1d, 5) { this.ObjectModel = gameScreen.ScreenManager.Game.Content.Load<Model>(@"Models\simpleWeapon"); }
public Fan(GameScreen gameScreen, Ship owner) : base(gameScreen, owner, 1f, 0.1d) { }
public RemoteMineLauncher(GameScreen gameScreen, Ship owner) : base(gameScreen, owner, 1f, 2f, 0.1f, 1) { }
public TestGun(GameScreen gameScreen, Ship owner) : base(gameScreen, owner, 1f, 0.5d, 0.1d, 5) { }
public Player(Texture2D txPlayerShip, Texture2D txBullet, WeaponTypes weaponTypes) { this.playerShip = new Ship(PlayerIndex.One, txPlayerShip, txBullet, weaponTypes); }
public TestGun(GameplayScreen gameplayScreen, Ship owner) : base(gameplayScreen, owner) { }
public AttachedWeapon(GameplayScreen gameplayScreen, Ship owner) : base(gameplayScreen, 1f, 0d) { this._owner = owner; }