public Ship(AIController ai, GameEnvironment env) : base() { this.ai = ai; this.maxSpeed = 50.0f; this.maxTurn = 0.025f; shooter = new BulletEmitter(env, BulletEmitter.BulletStrength.Medium, IsFriendly()); env.AddChild(shooter); }
private void Initialize(SpawnPoint sp) { shooter = new BulletEmitter(Environment, this,BulletEmitter.BulletStrength.Strong); AddChild(shooter); RelativeShooterPos = new Vector2(50.0f, 0.0f); ai = m_originalAI = new AIController(sp, Environment); LoadTexture(Environment.contentManager, "squaretopia"); Registration = new Vector2(100.0f, 125.0f); CreateCollisionBody(Environment.CollisionWorld, BodyType.Dynamic, CollisionFlags.Default); AddCollisionCircle(50.0f, Vector2.Zero); CollisionBody.LinearDamping = 8.0f; this.health = this.MaxHealth = (int)(this.MaxHealth * 1.5); passiveShield = 20.0f; shield = new Entity(); shield.Zindex = 0.0f; shield.Registration = new Vector2(125.0f, 115.0f); shield.LoadTexture(Environment.contentManager, "shield"); shield.Position = Position; shield.Alpha = 0.0f; AddChild(shield); }
private void Initialize(SpawnPoint sp) { shooter = new BulletEmitter(Environment, this, BulletEmitter.BulletStrength.Medium); AddChild(shooter); RelativeShooterPos = new Vector2(65.0f, -5.0f); ai = m_originalAI = new AIController(sp, Environment); LoadTexture(Environment.contentManager, "circloid"); Registration = new Vector2(117.0f, 101.0f); CreateCollisionBody(Environment.CollisionWorld, BodyType.Dynamic, CollisionFlags.Default); AddCollisionCircle(60.0f, Vector2.Zero); CollisionBody.LinearDamping = 8.0f; CollisionBody.IgnoreGravity = true; // The circloid will not be affected by its own black hole. this.maxSpeed *= 1.25f; this.health = this.MaxHealth = (int)(this.MaxHealth * 1.25); }