public Cell(Game game, Vector3 pos) : this(game) { physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(ConversionHelper.MathConverter.Convert(pos), 1); physicsObject.AngularDamping = 0f; physicsObject.LinearDamping = 0f; Game.Services.GetService <Space>().Add(physicsObject); }
public FuelPack(Game game, Vector3 pos, string id) : this(game) { physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(ConversionHelper.MathConverter.Convert(pos), 1); physicsObject.CollisionInformation.Events.InitialCollisionDetected += Events_InitialCollisionDetected; physicsObject.Tag = id; fuelPackID = Int32.Parse(id.Substring(9)); Game.Services.GetService <Space>().Add(physicsObject); }
public Target(Game game, string id) : this(game) { Vector3 pos = GetRandomPosition(); physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(ConversionHelper.MathConverter.Convert(pos), 1); physicsObject.AngularDamping = 0f; physicsObject.LinearDamping = 0f; physicsObject.Tag = id; Game.Services.GetService <Space>().Add(physicsObject); }
public MediumAsteroid(Game1 game, Vector3 pos) : this(game) { physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(ConversionHelper.MathConverter.Convert(pos), 1); physicsObject.AngularDamping = 0f; physicsObject.LinearDamping = 0f; physicsObject.CollisionInformation.Tag = this; if (model != null) { physicsObject.Radius = model.Meshes[0].BoundingSphere.Radius * .75f; } Game.Services.GetService <Space>().Add(physicsObject); }
public Bullet(Game1 game, Vector3 pos) : this(game) { physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(ConversionHelper.MathConverter.Convert(pos), 1); physicsObject.AngularDamping = 0f; physicsObject.LinearDamping = 0f; physicsObject.CollisionInformation.Tag = this; if (model != null) { physicsObject.Radius = model.Meshes[0].BoundingSphere.Radius; physicsObject.CollisionInformation.Events.InitialCollisionDetected += HandleCollision; } Game.Services.GetService <Space>().Add(physicsObject); }
public Asteroid(Game game, Vector3 pos) : this(game) { //first param is motionstate (I think the position?), and the secondParam is the radius physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(MathConverter.Convert(pos), 1); //this is friction slowing down a rotation physicsObject.AngularDamping = 0f; //this is friction slowing down movement physicsObject.LinearDamping = 0f; //adds this object into the space of the game? Game.Services.GetService <Space>().Add(physicsObject); }
public Torpedo(Game game, float speed, string id) : this(game) { physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(ConversionHelper.MathConverter.Convert(Vector3.Zero), 1); physicsObject.AngularDamping = 0f; physicsObject.LinearDamping = 0f; physicsObject.CollisionInformation.Events.InitialCollisionDetected += Events_InitialCollisionDetected; physicsObject.Tag = id; torpedoID = Int32.Parse(id.Substring(7)); this.speed = speed; offsetFromShip = new Vector3(0, 0, 10f); Game.Services.GetService <Space>().Add(physicsObject); }
public Ship(Game game, Vector3 pos, string id) : this(game) { helper = new Helpers(); physicsObject = new BEPUphysics.Entities.Prefabs.Sphere(ConversionHelper.MathConverter.Convert(pos), 1); physicsObject.LinearDamping = .1f; physicsObject.AngularDamping = .2f; physicsObject.CollisionInformation.Events.InitialCollisionDetected += Events_InitialCollisionDetected; physicsObject.Tag = id; this.game = game; InitItemDifficulty(this.difficulty); // defaults to 1 InitalOrientation(); GenerateTorpedos(); shieldActive = false; Game.Services.GetService <Space>().Add(physicsObject); }