public Entity(Texture2D texture, Vector2 position, float speed, int size, SimulationWorld world) : base(texture, position, size, new Rectangle(0, 0, 64, 64)) { this.speed = speed; this.world = world; this.weapon = new Pistol(world, this); }
public Spawner(SimulationWorld world) { this.world = world; this.timeAlive = 0; this.interval = 7f; this.spawned = 0; world.PlayerScore = 0; }
public DecisionEnemy(Vector2 position, SimulationWorld world) : base(Globals.player, position, 100, 40, world) { Health = 150; MaxHealth = 150; color = Color.Cyan; weapon = new Rifle(world, this); GeneratePatrolPath(); }
public Hud(Camera camera, Camera cameraHud, Inputs input, SimulationWorld world) { this.camera = camera; this.cameraHud = cameraHud; this.world = world; this.aim = new Aim(world.Player, this); this.mainMenu = new MainMenu(); this.input = input; menu = true; }
public Player(Vector2 position, SimulationWorld world, Inputs input) : base(Globals.player, position, 250, 40, world) { this.input = input; PosAim = position; color = Color.Gold; this.Health = 1000; this.MaxHealth = 1000; this.weapon = new Pistol(world, this); }
public FuSMEnemy(Vector2 position, SimulationWorld world) : base(Globals.player, position, 100, 40, world) { this.Machine = new FuSMMachine<FuSMEnemy>(this) .AddState(new ApproachState()) .AddState(new AttackState()) .AddState(new ForewarnState()) .AddState(new PatrolState()); health = 150; maxHealth = 150; color = Color.Cyan; weapon = new Rifle(world, this); }
public BaseEnemy(Texture2D texture, Vector2 position, float speed, int size, SimulationWorld world) : base(texture, position, speed, size, world) { var rand = new Random(); switch(rand.Next(0, 4)) { case 0: weapon = new ShotGun(world, this); break; case 1: weapon = new Bazooka(world, this); break; case 2: weapon = new Rifle(world, this); break; default: weapon = new Pistol(world, this); break; } }
public Pistol(SimulationWorld world, Entity owner) : base(world, owner) { cooldown = 0.4f; damage = 50f; }
public Rifle(SimulationWorld world, Entity owner) : base(world, owner) { cooldown = 0.15f; damage = 10f; }
public NormalEnemy(Vector2 position, SimulationWorld world) : base(Globals.player, position, 100, 40, world) { health = 150; maxHealth = 150; color = Color.DarkOliveGreen; }
public PathFinder(SimulationWorld world) { this.world = world; }
public Weapon(SimulationWorld world, Entity owner) { this.world = world; this.owner = owner; this.size = 10; //default size }
public SlowEnemy(Vector2 position, SimulationWorld world) : base(Globals.player, position, 60, 50, world) { health = 250; maxHealth = 250; color = Color.Red; }
public ShotGun(SimulationWorld world, Entity owner) : base(world, owner) { cooldown = 0.5f; damage = 40.0f; }
public GameScene(GraphicsDeviceManager gdm, MainGame game) : base(gdm, game) { this.world = new SimulationWorld(input); this.hud = new Hud(camera, hudCamera, input, world); }
public Bazooka(SimulationWorld world, Entity owner) : base(world, owner) { cooldown = 1.4f; damage = 200.0f; size = 20; }
public BasePower(Texture2D texture, Vector2 position, int size, SimulationWorld world, Rectangle bounds) : base(texture, position, size, bounds) { this.world = world; }
public WeaponCase(Vector2 position, int size, SimulationWorld world) : base(Globals.create, position, size, world, new Rectangle(0, 0, 64, 64)) { this.color = Color.Yellow; }
public FastEnemy(Vector2 position, SimulationWorld world) : base(Globals.player, position, 200, 30, world) { health = 70; maxHealth = 70; color = Color.Pink; }
public BulletManager(SimulationWorld world) { this.world = world; bullets = new LinkedList<Bullet>(); deadBullets = new LinkedList<Bullet>(); }