public void InitWaveTwo() { for (int i = 0; i < waveTwoCount; i++) { waveTwo[i] = new AIShip(); } }
public void InitWaveOne() { for (int i = 0; i < waveOneCount; i++) { waveOne[i] = new AIShip(); } }
public void Init() { for (int i = 0; i < startingShips; i++) { theShips[i] = new AIShip(); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here for (int i = 0; i < theShips.Length; i++) { theShips[i] = new AIShip(); } for (int i = 0; i < thePlanets.Length; i++) { thePlanets[i] = new Planet(); } base.Initialize(); }
public void Init(AIShip enemy) { this.mPosition = enemy.getPosEnemy; this.mVelocity = new Vector2(enemy.mVelocity.X * 0.1f, enemy.mVelocity.Y * 0.1f); this.maxSpeed = 10; }
public void Init(AIShip enemy) { this.mPosition = enemy.getPosEnemy; this.mVelocity = new Vector2(enemy.mVelocity.X*0.1f, enemy.mVelocity.Y*0.1f); this.maxSpeed = 10; }