float dTB; // Distance to Ball //---------------------------------------------- public Orb(Texture2D tex, Vector2 pos, Rectangle hitBox, Color c, float size, Player p, StandardEnemy enemy, StandardEnemy enemy2, DTenemy dtEnemy, AimControl aC) : base(tex, pos, hitBox) { //Declarations-------------------- this.tex = tex; this.pos = pos; this.size = size; this.c = c; this.hitBox = hitBox; this.p = p; this.aC = aC; this.dtEnemy = dtEnemy; this.enemy = enemy; e2 = enemy2; //-------------------------------- }
void LoadGame() { //Goals--------------------------------------------- eGoal = new Goal(new Vector2(1, 450)); pGoal = new Goal(new Vector2(1500, 450)); //-------------------------------------------------- //Player-------------------------------------------- p = new Player(tM.getTexture(1), Constants.GetRandomPos(), hitBoxes, tM, eGoal); p.Init(); //-------------------------------------------------- //Enemy--------------------------------------------- stEnemy1 = new StandardEnemy(tM.getTexture(3), new Vector2(50, 450), hitBoxes, tM, pGoal, Color.Red); stEnemy1.Init(); stEnemy2 = new StandardEnemy(tM.getTexture(3), Constants.GetRandomPos(), hitBoxes, tM, pGoal, Color.Blue); stEnemy2.Init(); //-------------------------------------------------- //DecisionTree Enemy----------------------------------------- dtEnemy = new DTenemy(tM.getTexture(3), new Vector2(50, 450), hitBoxes, tM, pGoal, Color.Purple); //------------------------------------------------------------ //Orb----------------------------------------------- aC = new AimControl(tM.getTexture(5), Vector2.Zero, p); orb = new Orb(tM.getTexture(4), Constants.GetRandomPos(), hitBoxes, Color.Red, 0.1f, p, stEnemy1, stEnemy2, dtEnemy, aC); orb.Init(); //-------------------------------------------------- //FuSM---------------------------------------------- //fuSM = new FuSMachine(p, orb, stEnemy1, stEnemy2, eGoal, pGoal); //-------------------------------------------------- //States--------------------------------------- gS = new GuardState(dtEnemy, orb, pGoal, eGoal); cS = new ChaseState(dtEnemy, orb, pGoal, eGoal); sS = new ScoreState(dtEnemy, orb, pGoal, eGoal); //-------------------------------------------------- dtController = new DTController(dtEnemy, orb, tree, cS, gS, sS, pGoal, eGoal); }