public DrillDome(Game1 game, WeaponDrill drill) { this.game = game; model = ModelLibrary.drillDome; this.drill = drill; scale = new Vector3(0.05f, 0.08f, 0.06f); rot = Vector3.Zero; particles = new List<SpriteParticle>(); toDelete = new List<SpriteParticle>(); rTarg = new RenderTarget2D(game.GraphicsDevice, 512, 256); sb = new SpriteBatch(game.GraphicsDevice); time = 0; }
public DrillSpinControl(Game1 game, WeaponDrill drill) { this.game = game; this.drill = drill; mid = new DrillSpinEffect[5]; left = new DrillSpinEffect[5]; right = new DrillSpinEffect[5]; createSpins(); foreach (DrillSpinEffect d in mid) game.modelManager.addEffect(d); foreach (DrillSpinEffect d in left) game.modelManager.addEffect(d); foreach (DrillSpinEffect d in right) game.modelManager.addEffect(d); }
public WeaponSystem(Ship ship, Game game) : base(game) { this.ship = ship; this.game = (Game1)game; currentWeapon = 1; pew1 = Game.Content.Load<Texture2D>(@"Models/Effects/tex1"); pew2 = Game.Content.Load<Texture2D>(@"Models/Effects/tex2"); pew3 = Game.Content.Load<Texture2D>(@"Models/Effects/tex3"); drill = new WeaponDrill(this, ship, this.game); weapons.Add(new WeaponMissiles(this, ship, this.game)); weapons.Add(new WeaponWave(this, ship, this.game)); weapons.Add(new WeaponLaser(this, ship, this.game)); weapons.Add(new WeaponBomb(this, ship, this.game)); weapons.Add(drill); activeWeapon = (Weapon)weapons.ElementAt(2); hasDrill = false; }