public Enemy(Game1 _game, ContentManager _content, Rectangle viewPort, Texture2D _sprite, int _health) : base(_game, _content, viewPort, _sprite, _health, true, true, 1) { delay = game.random.Next(1, ENEMY_DELAY); bullets = new GameObject[MAX_ENEMY_BULLETS]; hasFired = false; for (int i = 0; i < MAX_ENEMY_BULLETS; i++) { bullets[i] = new Bullet(game, game.Content, game.viewportRect, game.Content.Load<Texture2D>("EnemyBullet"), 1); game.objectManager.Add(bullets[i]); } float randPos = game.random.Next(0, 800); float randSpeed = game.random.Next(1, 3); position = new Vector2(randPos, 10); velocity = new Vector2(0, randSpeed); }
public ship(Game1 _game, ContentManager _content, Rectangle viewPort, Texture2D _sprite, int _health) : base(_game, _content, viewPort, _sprite, _health, false, false, 0.2f) { //this.position = new Vector2(200f,100f); //this.velocity = new Vector2(3f, 0f); laser = new Laser(game, content, viewPort, content.Load<Texture2D>("pixel")); game.objectManager.Add(laser); laser.laserColor = Color.Firebrick; mainGun = new GameObject(game, content, viewPort, content.Load<Texture2D>("MainGun"), false, 0.3f); game.objectManager.Add(mainGun); //mainGun.layer = 0; bullets = new Bullet[MAX_BULLETS]; for (int count = 0; count < MAX_BULLETS; count++) { bullets[count] = new Bullet(game, game.Content, game.viewportRect, game.Content.Load<Texture2D>("Bullet"), 1); game.objectManager.Add(bullets[count]); } position = new Vector2(120, 280); //layer = 1; }