public ShipManager(Game game, PlayerIndex playerIndex) { shipList = new List <Gryffon>(); numShips = 4; numActiveShips = numShips; currentPlayerIndex = playerIndex; //Initialize ships for (int i = 0; i < numShips; i++) { //Put ships into a default (no) formation shipList.Add(new Gryffon(Vector2.Zero, game)); shipList[i].rotateAboutFixedPoint = true; shipList[i].color = (currentPlayerIndex == PlayerIndex.One) ? Color.PowderBlue : Color.Red; } formationManager = new FormationManager(game, numShips, shipList[0].texture.Width, shipList[0].texture.Height, currentPlayerIndex); //Set the default location of the fixed point fixedPoint = Vector2.Zero; //Set the default formation curFormation = formationManager.currentFormation; //Make the current formation public Defines.playersGestures.Add(playerIndex, curFormation.ID); //Make the current fusion mode public Defines.playerFusionTriggered.Add(playerIndex, formationManager.gestureComponent.fusionGestureMode); }
public ShipManager(Game game, PlayerIndex playerIndex) { shipList = new List<Gryffon>(); numShips = 4; numActiveShips = numShips; currentPlayerIndex = playerIndex; //Initialize ships for (int i = 0; i < numShips; i++) { //Put ships into a default (no) formation shipList.Add(new Gryffon(Vector2.Zero, game)); shipList[i].rotateAboutFixedPoint = true; shipList[i].color = (currentPlayerIndex == PlayerIndex.One) ? Color.PowderBlue : Color.Red; } formationManager = new FormationManager(game, numShips, shipList[0].texture.Width, shipList[0].texture.Height, currentPlayerIndex); //Set the default location of the fixed point fixedPoint = Vector2.Zero; //Set the default formation curFormation = formationManager.currentFormation; //Make the current formation public Defines.playersGestures.Add(playerIndex, curFormation.ID); //Make the current fusion mode public Defines.playerFusionTriggered.Add(playerIndex, formationManager.gestureComponent.fusionGestureMode); }