public CollectableGun(SceneManager mSceneMgr, Gun gun, Armoury playerArmoury, Vector3 position) { // Initialize here the mSceneMgr, the gun and the playerArmoury fields to the values passed as parameters this.mSceneMgr = mSceneMgr; this.gun = gun; this.playerArmoury = playerArmoury; // Initialize the gameNode here, scale it by 1.5f using the Scale funtion, and add as its child the gameNode contained in the Gun object. // Finally attach the gameNode to the sceneGraph. //gunNode = new ModelElement(mSceneMgr); //gunNode.GameNode.Scale(new Vector3(1.5f, 1.5f, 1.5f)); //gunNode.GameNode.AddChild(gun.GameNode); gameNode = mSceneMgr.CreateSceneNode(); gameNode.AddChild(gun.modelNode); gameNode.Position = position; mSceneMgr.RootSceneNode.AddChild(gameNode); // Here goes the link to the physics engine // (ignore until week 8) ... physObj = new PhysObj(10, "CollectableGun", 0.01f, 0.7f, 0.3f); physObj.SceneNode = gameNode; physObj.Position = gameNode.Position; physObj.AddForceToList(new WeightForce(physObj.InvMass)); Physics.AddPhysObj(physObj); }
public Player(SceneManager mSceneMgr) { model = new PlayerModel(mSceneMgr); controller = new PlayerController(this); stats = new PlayerStats(); playerArmoury = new Armoury(); }
/// <summary> // Constructor. Creates a new model, controller, stats and armoury for the player. Lists to store shot projectiles are also created. /// </summary> public Player(SceneManager mSceneMgr) { model = new PlayerModel(mSceneMgr); //model to an instance of the PlayerModel controller = new PlayerController(this); //As parameter for the constructor of the PlayerController class pass this stats = new PlayerStats(); //stats to an instance of PlayerStats playerArmoury = new Armoury(mSceneMgr); //create a new playerArmoury for the player to hold collected guns projectiles = new List <Projectile>(); //create a list to hold newly instantiated bullets shot by the player projectilesToRemove = new List <Projectile>(); //list to hold projectiles to be removed }
/// <summary> /// Constructor for class Player. /// </summary> public Player(SceneManager mSceneMgr, int robotNum) { this.mSceneMgr = mSceneMgr; model = new PlayerModel(mSceneMgr); controller = new PlayerController(this); stats = new PlayerStats(); playerArmoury = new Armoury(); this.robotNum = robotNum; //playerArmoury.SwapGun(0); }
public CollectableGun(SceneManager mSceneMgr, Gun gun, Armoury playerArmoury) { // Initialize here the mSceneMgr, the gun and the playerArmoury fields to the values passed as parameters // Initialize the gameNode here, scale it by 1.5f using the Scale funtion, and add as its child the gameNode contained in the Gun object. // Finally attach the gameNode to the sceneGraph. // Here goes the link to the physics engine // (ignore until week 8) ... }
public CollectableGun(SceneManager mSceneMgr, Gun gun, Armoury playerArmoury) { // Initialize here the mSceneMgr, the gun and the playerArmoury fields to the values passed as parameters this.mSceneMgr = mSceneMgr; this.gun = gun; this.playerArmoury = playerArmoury; // Initialize the gameNode here, scale it by 1.5f using the Scale funtion, and add as its child the gameNode contained in the Gun object. // Finally attach the gameNode to the sceneGraph. this.GameNode.AddChild(gun.GameNode); this.GameNode.Scale(new Vector3(1.5f, 1.5f, 1.5f)); mSceneMgr.RootSceneNode.AddChild(this.GameNode); // Here goes the link to the physics engine // (ignore until week 8) ... }
//Initialize the mSceneMgr, the gun and the playerArmoury fields to the values passed as parameters public CollectableGun(SceneManager mSceneMgr, Gun g, Armoury pArmoury) { // Initialize here the mSceneMgr, the gun and the playerArmoury fields to the values passed as parameters this.mSceneMgr = mSceneMgr; this.gun = g; this.playerArmoury = pArmoury; gameNode = mSceneMgr.CreateSceneNode(); //Initialize the gameNode here gameNode.SetPosition(Mogre.Math.RangeRandom(-450, 450), 150, Mogre.Math.RangeRandom(-450, 450)); gameNode.AddChild(gun.GameNode); //add as its child the gameNode contained in the Gun object mSceneMgr.RootSceneNode.AddChild(gameNode); //Finally attach the gameNode to the sceneGraph. //initialize the physics object and add a weight and friction force to it physObj = new PhysObj(14f, "CollectableGun", 0.1f, 0.3f, 15f); physObj.SceneNode = gameNode; physObj.Position = gameNode.Position; physObj.AddForceToList(new WeightForce(physObj.InvMass)); physObj.AddForceToList(new FrictionForce(physObj)); Physics.AddPhysObj(physObj); }
public CollectableGun(SceneManager mSceneMgr, Gun gun, Armoury playerArmoury) { // Initialize here the mSceneMgr, the gun and the playerArmoury fields to the values passed as parameters this.mSceneMgr = mSceneMgr; this.gun = gun; this.playerArmoury = playerArmoury; collGunNode = mSceneMgr.CreateSceneNode(); gameNode = collGunNode; gameNode.AddChild(gun.GameNode); mSceneMgr.RootSceneNode.AddChild(gameNode);// <-- physObj = new PhysObj(8, "Gun", 0.1f, 0.5f); physObj.AddForceToList(new WeightForce(physObj.InvMass)); physObj.SceneNode = gameNode; Physics.AddPhysObj(physObj); //this.gameNode = gameNode; //this.gameNode = collGunNode; // Initialize the gameNode }