public PickUp(Vector3 p, PickUpType t, PickUpGen pug) { pos = p; type = t; collisionCells = new List <CollisionGridCell>(); pickupGen = pug; }
public PickUp(Vector3 p, PickUpType t, PickUpGen pug) { pos = p; type = t; collisionCells = new List<CollisionGridCell>(); pickupGen = pug; }
public PickUpEngine(CoreEngine c, PickUpGen[] g) : this(c) { foreach (PickUpGen gg in g) gens.Add(gg); }
/// <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() { //renderEngine = new RenderEngine(this, RenderEngine.Layout.ONE); Render.RenderEngine.defaultView = GraphicsDevice.Viewport; inputEngine = new InputEngine(this); physicsEngine = new PhysicsEngine(this); aiEngine = new AIEngine(this); pickupEngine = new PickUpEngine(this); tests[0] = new PickUpGen(this, new Vector3(20, -320, 20), PickUp.PickUpType.AMMO); tests[1] = new PickUpGen(this, new Vector3(20, -320, -20), PickUp.PickUpType.HEALTH); tests[2] = new PickUpGen(this, new Vector3(-20, -320, 20), PickUp.PickUpType.LEFT); tests[3] = new PickUpGen(this, new Vector3(-20, -320, -20), PickUp.PickUpType.RIGHT); players = new Player[0]; /*players = new Player[3]; players[0] = new Player(this, PlayerIndex.One, Vector3.Zero); players[1] = new Player(this, PlayerIndex.Two, Vector3.Zero); players[2] = new Player(this, PlayerIndex.Three, new Vector3(100, 0, 0));*/ //call the super base.Initialize(); }