Пример #1
0
        //
        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);
        }
Пример #2
0
        public Wave(List<BaseEnemyShip> ships, float launchTime, ShmupGameState gameState)
        {
            _gameState = gameState;

            LaunchTime = launchTime;
            Ships = ships;
        }
Пример #3
0
        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;
        }
Пример #4
0
        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));
            }
        }
Пример #5
0
 public ThermoPlayerShip(ShmupGameState gameState, IDriver<BasePlayerShip> driver)
     : base(gameState, driver)
 {
 }
Пример #6
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 public Ship(string resourcePath, ShmupGameState gameState, IDriver driver = null, Vector3 rotation = new Vector3())
     : base(resourcePath, driver, rotation)
 {
     GameState = gameState;
     Setup();
 }
Пример #7
0
 public PhlanixShip(ShmupGameState gameState, Vector3 rotation = new Vector3())
     : base(gameState, rotation, "Models/Ships/p2_wedge")
 {
     Driver = new ForwardeDriver(rotation);
 }
Пример #8
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 public BaseEnemyWeapon(Ship parent, ShmupGameState gameState)
 {
     _gameState = gameState;
     ParentShip = parent;
 }
Пример #9
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 public ShmupLevel(ShmupGameState gameState)
 {
     _gameState = gameState;
 }