public static NPCShip Factory(Vector2 position, Random random) { NPCShip ship = new NPCShip(position, random); GameObject.Collection.Add(ship); return(ship); }
public GameState(MyGame.IO.InputManager inputManager, Vector2 worldSize, Camera camera) { GameObject.LocalGameState = this; this.camera = camera; worldRectangle = new Utils.RectangleF(new Vector2(0), worldSize); spacialData = new QuadTree(worldSize); Random random = new Random(); for (int i = 0; i < (int)(worldSize.X * worldSize.Y / 50000); i++) { stars.Add(new Drawable(Textures.Star, RandomPosition(), Color.SteelBlue, (float)(random.NextDouble() * Math.PI * 2), new Vector2(25), .1f)); } PlayerShip ship = new MyGame.GameStateObjects.Ships.PlayerShip(new Vector2(50), inputManager); this.AddGameObject(ship); NPCShip npcShip = new MyGame.GameStateObjects.Ships.NPCShip(new Vector2(260), random); this.AddGameObject(npcShip); Mine MyMine = new Mine(new Vector2(500)); this.AddGameObject(MyMine); //this.AddGameObject(new Bullet(new Vector2(0), 2f)); }
public ClearTargetState(NPCBasicAttackStrategy context, NPCShip obj, FlyingGameObject target) : base(context, obj, target) { }
public NPCBasicAttackStrategy(NPCShip obj, FlyingGameObject target) : base(obj) { AddState(new AttackingState(this, obj, target)); }
public static NPCShip Factory(Vector2 position, Random random) { NPCShip ship = new NPCShip(position, random); GameObject.Collection.Add(ship); return ship; }