public Ship(Screens.GameScreen gameScreen, Vector3 respawnPoint, Screens.GameplayScreen gpScreen, Player player) : base(gameScreen, 10f, 0d, 8d, respawnPoint) { // ship should know who owns it _owner = player; gameplayScreen = gpScreen; //The follow code is to test the weapons _frontWeapon = new TestGun(gameScreen, this); _rightWeapon = new RemoteMineLauncher(gameScreen, this); _leftWeapon = new TestGun(gameScreen, this); _backWeapon = new TestGun(gameScreen, this); }
public void initilizeHUD(Screens.GameplayScreen screen) { _gameScreen = screen; if (PlayerOne != null) { _player1HUDAlive = new VisualObject2D(); _player1HUDAlive.Texture = GameScreen.ScreenManager.Game.Content.Load<Texture2D>("Textures\\leftHUD_Alive"); _player1HUDAlive.Position = new Vector2(10, 10); _player1HUDAlive.RotationAngle = 0; _player1HUDAlive.Origin = new Vector2(0,0); _player1HUDAlive.Scale = 1.0f; _player1HUDDead = new VisualObject2D(); _player1HUDDead.Texture = GameScreen.ScreenManager.Game.Content.Load<Texture2D>("Textures\\leftHUD_Dead"); _player1HUDDead.Position = new Vector2(10, 10); _player1HUDDead.RotationAngle = 0; _player1HUDDead.Origin = new Vector2(0, 0); _player1HUDDead.Scale = 1.0f; } if (PlayerTwo != null) { _player2HUDAlive = new VisualObject2D(); _player2HUDAlive.Texture = GameScreen.ScreenManager.Game.Content.Load<Texture2D>("Textures\\rightHUD_Alive"); _player2HUDAlive.Position = new Vector2(GameScreen.ScreenDimensions.X-135, 10); _player2HUDAlive.RotationAngle = 0; _player2HUDAlive.Origin = new Vector2(0, 0); _player2HUDAlive.Scale = 1.0f; _player2HUDDead = new VisualObject2D(); _player2HUDDead.Texture = GameScreen.ScreenManager.Game.Content.Load<Texture2D>("Textures\\rightHUD_Dead"); _player2HUDDead.Position = new Vector2(GameScreen.ScreenDimensions.X - 135, 10); _player2HUDDead.RotationAngle = 0; _player2HUDDead.Origin = new Vector2(0, 0); _player2HUDDead.Scale = 1.0f; } if (PlayerThree != null) { _player3HUDAlive = new VisualObject2D(); _player3HUDAlive.Texture = GameScreen.ScreenManager.Game.Content.Load<Texture2D>("Textures\\leftHUD_Alive"); _player3HUDAlive.Position = new Vector2(10, GameScreen.ScreenDimensions.Y - 60); _player3HUDAlive.RotationAngle = 0; _player3HUDAlive.Origin = new Vector2(0, 0); _player3HUDAlive.Scale = 1.0f; _player3HUDDead = new VisualObject2D(); _player3HUDDead.Texture = GameScreen.ScreenManager.Game.Content.Load<Texture2D>("Textures\\leftHUD_Dead"); _player3HUDDead.Position = new Vector2(10, GameScreen.ScreenDimensions.Y - 60); _player3HUDDead.RotationAngle = 0; _player3HUDDead.Origin = new Vector2(0, 0); _player3HUDDead.Scale = 1.0f; } if (PlayerFour != null) { _player4HUDAlive = new VisualObject2D(); _player4HUDAlive.Texture = GameScreen.ScreenManager.Game.Content.Load<Texture2D>("Textures\\rightHUD_Alive"); _player4HUDAlive.Position = new Vector2(GameScreen.ScreenDimensions.X - 135, GameScreen.ScreenDimensions.Y - 60); _player4HUDAlive.RotationAngle = 0; _player4HUDAlive.Origin = new Vector2(0, 0); _player4HUDAlive.Scale = 1.0f; _player4HUDDead = new VisualObject2D(); _player4HUDDead.Texture = GameScreen.ScreenManager.Game.Content.Load<Texture2D>("Textures\\rightHUD_Dead"); _player4HUDDead.Position = new Vector2(GameScreen.ScreenDimensions.X - 135, GameScreen.ScreenDimensions.Y - 60); _player4HUDDead.RotationAngle = 0; _player4HUDDead.Origin = new Vector2(0, 0); _player4HUDDead.Scale = 1.0f; } }
public TestGun(GameplayScreen gameplayScreen, Ship owner) : base(gameplayScreen, owner) { }
private void old_LoadContent(GameplayScreen screen) { Pieces = new List<VisualObject3D>(); BackgroundResourceName = "Textures\\Space_BackGround"; BackgroundTexture = GameScreen.ScreenManager.Game.Content.Load<Texture2D>(BackgroundResourceName); string modelResourceName = "Models\\asteroid1"; Model AsteroidModel = GameScreen.ScreenManager.Game.Content.Load<Model>(modelResourceName); Random Rand = new Random(); //create 10 asteroids with some random stats. int numOfAsteroids = 10; for (int i = 0; i < numOfAsteroids; i++) { Asteroid newAsteroid = new Asteroid(GameScreen) { ObjectModel = AsteroidModel, ModelResourceName = modelResourceName, BSphere = AsteroidModel.Meshes[0].BoundingSphere, ReferenceCamera = screen.Camera1, Velocity = (new Vector2(Rand.nextSignedFloat(), Rand.nextSignedFloat())).getDirectedVector(0.3f), RotationVelocity = Rand.nextVector3Interval(new Vector3(-0.1f, -0.1f, -0.1f), new Vector3(0.1f, 0.1f, 0.1f)) }; Pieces.Add(newAsteroid); } }
public AttachedWeapon(GameplayScreen gameplayScreen, Ship owner) : base(gameplayScreen, 1f, 0d) { this._owner = owner; }