public MovingGameObject(Game1 game) : base(game) { velocity = new InterpolatedVector2GameObjectMember(this, new Vector2(0)); angularSpeed = new FloatGameObjectMember(this, 0); targetAngle = new FloatGameObjectMember(this, 0); }
public MovingGameObject(Game1 game) : base(game) { velocity = new InterpolatedVector2GameObjectMember(this, new Vector2(0)); angularSpeed = new FloatGameObjectMember(this, 0); targetAngle = new FloatGameObjectMember(this, 0); }
public Bullet(Game1 game) : base(game) { damage = new IntegerGameObjectMember(this, 10); start = new Vector2GameObjectMember(this, new Vector2(0)); range = new FloatGameObjectMember(this, 3000); owner = new GameObjectReferenceField <Ship>(this); }
public Vehicle(GameObjectCollection collection) : base(collection) { controllingPlayer = new GameObjectReferenceField<PlayerGameObject>(this); company = new GameObjectReferenceField<Company>(this); materiel = new FloatGameObjectMember(this, 10); maxMateriel = new FloatGameObjectMember(this, 10); }
public Base(GameObjectCollection collection) : base(collection) { materiel = new FloatGameObjectMember(this, 0); controllingPlayer = new GameObjectReferenceField<PlayerGameObject>(this); buildQueue = new IntegerQueueGameObjectField(this); resupplyQueue = new GameObjectReferenceQueueField<Vehicle>(this); }
public Bullet(Game1 game) : base(game) { damage = new IntegerGameObjectMember(this, 10); start = new Vector2GameObjectMember(this, new Vector2(0)); range = new FloatGameObjectMember(this, 3000); owner = new GameObjectReferenceField<Ship>(this); }
public Turret(Game1 game) : base(game) { gunList = new GameObjectReferenceListField<Gun>(this); ; turretDirectionRelativeToSelf = new InterpolatedAngleGameObjectMember(this, 0); range = new FloatGameObjectMember(this, 0); angularSpeed = new FloatGameObjectMember(this, 50); target = new Vector2GameObjectMember(this, new Vector2(1000)); }
public Turret(Game1 game) : base(game) { gunList = new GameObjectReferenceListField <Gun>(this);; turretDirectionRelativeToSelf = new InterpolatedAngleGameObjectMember(this, 0); range = new FloatGameObjectMember(this, 0); angularSpeed = new FloatGameObjectMember(this, 50); target = new Vector2GameObjectMember(this, new Vector2(1000)); }
public Ship(Game1 game) : base(game) { health = new IntegerGameObjectMember(this, 40); maxSpeed = new FloatGameObjectMember(this, 300); acceleration = new FloatGameObjectMember(this, 300); maxAgularSpeed = new FloatGameObjectMember(this, 0.5f); shipsKilled = new IntegerGameObjectMember(this, 0); targetVelocity = new Vector2GameObjectMember(this, new Vector2(0)); }
public Ship(Game1 game) : base(game) { health = new IntegerGameObjectMember(this, 40); maxSpeed = new FloatGameObjectMember(this, 300); acceleration = new FloatGameObjectMember(this, 300); maxAgularSpeed = new FloatGameObjectMember(this, 0.5f); shipsKilled = new IntegerGameObjectMember(this, 0); targetVelocity = new Vector2GameObjectMember(this, new Vector2(0)); }
public Gun(Game1 game) : base(game) { cooldownTimer = new FloatGameObjectMember(this, 0); }
public Gun(Game1 game) : base(game) { cooldownTimer = new FloatGameObjectMember(this, 0); }