// public BaseEnemyShip(ShmupGameState gameState, Vector3 rotation = new Vector3(), string modelPath = "Models/Ships/p1_saucer") : base(modelPath, gameState, null, rotation) { BaseScale = 0.5f; Driver = new DroneDriver(rotation); }
public Wave(List<BaseEnemyShip> ships, float launchTime, ShmupGameState gameState) { _gameState = gameState; LaunchTime = launchTime; Ships = ships; }
public BasePlayerShip(ShmupGameState gameState,IDriver<BasePlayerShip> driver) : base("Models/Ships/p1_saucer", gameState, driver) { _gameState = gameState; CollisionSpheres = new List<BoundingSphere>() { new BoundingSphere(new Vector3(), 700) }; SpeedSide=100.0f; SpeedForward = 100.0f; SpeedBack = 100.0f; MaxBank=MathHelper.ToRadians(45); EnterBankTime = 20; ExitBankTime = 40; }
public Level1(ShmupGameState gameState) : base(gameState) { Waves = new List<Wave>(); //{ // new Wave(new List<BaseEnemyShip>() // { // new BaseEnemyShip(gameState){Position = new Vector3(-10000,10000,0)}, // new BaseEnemyShip(gameState){Position = new Vector3(-5000,10000,0)}, // new BaseEnemyShip(gameState){Position = new Vector3(0,10000,0)}, // new BaseEnemyShip(gameState){Position = new Vector3(5000,10000,0)}, // new BaseEnemyShip(gameState){Position = new Vector3(10000,10000,0)} // },0,_gameState ), // new Wave(new List<BaseEnemyShip>() // { // new BaseEnemyShip(gameState){Position = new Vector3(-10000,10000,0)}, // new BaseEnemyShip(gameState){Position = new Vector3(-5000,10000,0)}, // new BaseEnemyShip(gameState){Position = new Vector3(0,10000,0)}, // new BaseEnemyShip(gameState){Position = new Vector3(5000,10000,0)}, // new BaseEnemyShip(gameState){Position = new Vector3(10000,10000,0)} // },3000,_gameState ), // new Wave(new List<BaseEnemyShip>() // { // new BaseEnemyShip(gameState){Position = new Vector3(-10000,10000,0)}, // new BaseEnemyShip(gameState){Position = new Vector3(-5000,10000,0)}, // new BaseEnemyShip(gameState){Position = new Vector3(0,10000,0)}, // new BaseEnemyShip(gameState){Position = new Vector3(5000,10000,0)}, // new BaseEnemyShip(gameState){Position = new Vector3(10000,10000,0)} // },6000,_gameState ) //}; for (int i = 0; i < 30000;i=i+3000 ) { Waves.Add( new Wave(new List<BaseEnemyShip>() { new BaseEnemyShip(gameState,rotation:new Vector3(0,0,MathHelper.Pi)) {Position = new Vector3(-10000, 13000, 0) }, new BaseEnemyShip(gameState,rotation:new Vector3(0,0,MathHelper.Pi)) {Position = new Vector3(-5000, 13000, 0)}, new PhlanixShip(gameState,rotation:new Vector3(0,0,MathHelper.Pi)) {Position = new Vector3(0, 13000, 0)}, new BaseEnemyShip(gameState,rotation:new Vector3(0,0,MathHelper.Pi)) {Position = new Vector3(5000, 13000, 0)}, new BaseEnemyShip(gameState,rotation:new Vector3(0,0,MathHelper.Pi)) {Position = new Vector3(10000, 13000, 0)} }, i, _gameState)); } }
public ThermoPlayerShip(ShmupGameState gameState, IDriver<BasePlayerShip> driver) : base(gameState, driver) { }
public Ship(string resourcePath, ShmupGameState gameState, IDriver driver = null, Vector3 rotation = new Vector3()) : base(resourcePath, driver, rotation) { GameState = gameState; Setup(); }
public PhlanixShip(ShmupGameState gameState, Vector3 rotation = new Vector3()) : base(gameState, rotation, "Models/Ships/p2_wedge") { Driver = new ForwardeDriver(rotation); }
public BaseEnemyWeapon(Ship parent, ShmupGameState gameState) { _gameState = gameState; ParentShip = parent; }
public ShmupLevel(ShmupGameState gameState) { _gameState = gameState; }