public PlayerShip(PlayerIndex inplayer, Metric metric, Vector2 pos) : base(pos, new Vector2(0.01f, 0.0f), metric) { shipTexture = Tweaks.CONTENT.Load<Texture2D>("playerShip"); player = inplayer; bullets = new LinkedList<Bullet>(); turretAngle = 0.0f; fireCooldown = 0.0f; }
protected SpatialObject(Vector2 pos, Vector2 vel, Metric met) { metric = met; position = pos; velocity = vel; }
protected override void LoadContent() { effect = Content.Load<Effect>("Effects"); draw = new DrawHelper(graphics, effect); metric = new Metric(new SphereFundamentalPoly(), Tweaks.METRIC_RESX, Tweaks.METRIC_RESY); player = new PlayerShip(PlayerIndex.One, metric, new Vector2(0.5f, 0.5f)); enemies = new LinkedList<Enemy>(); renderTarget = new RenderTarget2D(graphics.GraphicsDevice, Tweaks.SOURCE_RESX, Tweaks.SOURCE_RESY, 0, SurfaceFormat.Color); double theta = 0.5 * Math.PI; metric.modifyCircle(new Metric.TangentSpace(0.4f*(float)Math.Cos(theta), -0.4f*(float)Math.Sin(theta), 0.4f*(float)Math.Sin(theta), 0.4f*(float)Math.Cos(theta)), new Vector2(0.5f, 0.5f), 0.2f); //metric.modifyCircle(new Metric.TangentSpace(-1.0f, 0.0f, 0.0f, -1.0f), new Vector2(0.9f, 0.9f), 0.5f); ReloadDistortionMap(); { Color color = Color.DarkGreen; grid = new VertexPositionColor[64]; int idx = 0; for (float x = 0; x < 1 && idx < 64; x += 1.0f/16.0f) { grid[idx++] = new VertexPositionColor(new Vector3(x, 0, 0), color); grid[idx++] = new VertexPositionColor(new Vector3(x, 1, 0), color); grid[idx++] = new VertexPositionColor(new Vector3(0, x, 0), color); grid[idx++] = new VertexPositionColor(new Vector3(1, x, 0), color); } } }
public RandomMotionEnemy(Metric metric, Vector2 pos) : base(metric, pos) { enemyTexture = Tweaks.CONTENT.Load<Texture2D>("zetaEnemy"); }
public Enemy(Metric metric, Vector2 pos) : base(pos, new Vector2(0.0f, 0.0f), metric) { }
public Bullet(Metric metric, float intimeout, Vector2 pos, Vector2 vel) : base(pos, vel, metric) { bulletTexture = Tweaks.CONTENT.Load<Texture2D>("bullet"); timeout = intimeout; }