Пример #1
0
 public void InitWaveTwo()
 {
     for (int i = 0; i < waveTwoCount; i++)
     {
         waveTwo[i] = new AIShip();
     }
 }
Пример #2
0
 public void InitWaveOne()
 {
     for (int i = 0; i < waveOneCount; i++)
     {
         waveOne[i] = new AIShip();
     }
 }
Пример #3
0
 public void Init()
 {
     for (int i = 0; i < startingShips; i++)
     {
         theShips[i] = new AIShip();
     }
 }
Пример #4
0
 /// <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();
 }
Пример #5
0
 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;
 }
Пример #6
0
 /// <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();
 }
Пример #7
0
 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;
 }