public void AddAllianceToSector() { AllianceShip tempShip = new AllianceShip(game, spriteSheet); tempShip.Initialize(sector); overworld.AddOverworldObject(tempShip); }
public void AddAllianceShip(Vector2 pos) { AllianceShip tmpShip = new AllianceShip(game, spriteSheet); tmpShip.Initialize(); tmpShip.position = pos;; overworld.AddOverworldObject(tmpShip); }
private void InitializeShips() { freighter = new FreighterShip(Game, Game.stateManager.shooterState.spriteSheet); freighter.Initialize(Game.stateManager.overworldState.GetSectorX, Game.stateManager.overworldState.GetStation("Soelara Station"), Game.stateManager.overworldState.GetStation("Fortrun Station")); alliance1 = new AllianceShip(Game, Game.stateManager.shooterState.spriteSheet); alliance1.SaveShip = false; alliance1.Initialize(Game.stateManager.overworldState.GetSectorX); alliance1.rotationSpeed = 2.5f; alliance1.speed = 0.7f; rebelShips = new List <RebelShip>(); for (int i = 0; i < numberOfRebelShips; i++) { CompositeAction actions = new SequentialAction(); rebelShips.Add(new RebelShip(Game, Game.stateManager.shooterState.spriteSheet)); rebelShips[i].Initialize(); rebelShips[i].RemoveOnStationEnter = false; rebelShips[i].position = new Vector2(destination.X + (i * 50), destination.Y); rebelShips[i].collisionEvent = null; rebelShips[i].SaveShip = false; actions.Add(new WaitAction(rebelShips[i], delegate { return(ObjectiveIndex >= 7); })); actions.Add(new TravelAction(rebelShips[i], freighter)); switch (i) { case 0: actions.Add(new TravelAction(rebelShips[i], Game.stateManager.overworldState.GetSectorX.GetGameObject("Lavis"))); break; case 1: actions.Add(new TravelAction(rebelShips[i], Game.stateManager.overworldState.GetStation("Rebel Base"))); break; case 2: actions.Add(new TravelAction(rebelShips[i], Game.stateManager.overworldState.GetPlanet("New Norrland"))); break; } rebelShips[i].AIManager = actions; } }