public SpaceshipChasingABehavior(Spaceship spaceship, Vector3 targetPosition) : base(spaceship) { TargetPosition = targetPosition; TargetReached = false; Targeting = true; }
public SpaceshipWeapon(Simulator simulator, Spaceship spaceship, double frequency, float attackPoints) { Simulator = simulator; Spaceship = spaceship; ShootingFrequency = frequency; AttackPoints = attackPoints; Bullets = new List<Bullet>(); }
public SpaceshipSteeringBehavior(Spaceship spaceship) { Spaceship = spaceship; MaxRotationPerUpdateRad = 0.2f; Acceleration = Vector3.Zero; MaxAcceleration = 2f; ManualMovementInputThisTick = false; NextMovement = Vector3.Zero; NextRotation = Vector3.Zero; Speed = 4; }
public void DoAddSpaceshipAsked(Spaceship spaceship) { //if (spaceship is TheResistance) // ((TheResistance) spaceship).Enemies = Enemies; if (spaceship is SpaceshipAutomaticCollector) ((SpaceshipAutomaticCollector) spaceship).Minerals = Minerals; spaceship.Initialize(); Spaceships.Add(spaceship); NotifyObjectCreated(spaceship); }
public override void Start() { SpaceshipSpaceship = new SpaceshipSpaceship(Simulation) { ShootingFrequency = 100, BulletAttackPoints = 50, Position = Position, VisualPriority = VisualPriorities.Default.PlayerCursor, StartingObject = HumanBattleship }; SpaceshipSpaceship.SteeringBehavior.ApplySafeBouncing(); SfxIn = SpaceshipSpaceship.SfxIn; SfxOut = SpaceshipSpaceship.SfxOut; }
private void SyncMineralsCollector(Spaceship Collector) { if (Collector == null) return; for (int i = 0; i < Minerals.Count; i++) { Mineral mineral = Minerals[i]; if (Physics.CircleCicleCollision(mineral.Circle, Collector.Circle)) { Output.Add(new KeyValuePair<ICollidable, ICollidable>(mineral, Collector)); Output.Add(new KeyValuePair<ICollidable, ICollidable>(Collector, mineral)); } } }
public void AddSpaceship(Spaceship spaceship) { SpaceshipsController.DoAddSpaceshipAsked(spaceship); }
public BasicBulletWeapon(Simulator simulator, Spaceship spaceship, double frequency, float attackPoints) : base(simulator, spaceship, frequency, attackPoints) { }
public MineWeapon(Simulator simulator, Spaceship spaceship) : base(simulator, spaceship, double.MaxValue, 70) { }
public SpaceshipGamePadMBehavior(Spaceship spaceship) : base(spaceship) { }
public SpaceshipMouseMBehavior(Spaceship spaceship) : base(spaceship) { MaxRotation = MaxRotationPerUpdateRad; MaxMouseLengthPxSquared = (float) Math.Pow(12, 2); }