public Actor(Game game, GameplayScreen host) : base(game) { //the host contains useful things such as a camera matrix hostScreen = host; // TODO: Construct any child components here timer = new Utils.Timer(); worldTransform = new Matrix(); worldTransform = Matrix.Identity; // DO NOT ADJUST SCALE IN A CONSTRUCTOR m_scale = 1.0f; m_position = new Vector3(0.0f, 0.0f, 0.0f); m_quat = Quaternion.Identity; m_changed = true; modifyWorldTransform(); m_velocity = new Vector3(0.0f, 0.0f, 0.0f); //default, rotate zero speed around the Up vector m_rotationAxis = Vector3.Up; m_rotationVelocity = 0.0f; fMass = 1; fTerminalVelocity = 350; vForce = Vector3.Zero; vAcceleration = Vector3.Zero; bPhysicsDriven = false; }
public SpawnManager(Game game) : base(game) { asteroids = new List<Asteroid>(); timer = new Utils.Timer(); timer.AddTimer("creationTimer", .1f, createAsteroids, true); this.game = game; random = new Random(); }
public SpawnManager(Game game) : base(game) { asteroids = new List <Asteroid>(); timer = new Utils.Timer(); timer.AddTimer("creationTimer", .1f, createAsteroids, true); this.game = game; random = new Random(); }
public Missile(Game game, GameplayScreen host) : base(game, host) { modelName = "Missile"; missileTimer = new Utils.Timer(); quat = Quaternion.CreateFromRotationMatrix(Matrix.CreateRotationX((float)Math.PI / 2)); bPhysicsDriven = true; fTerminalVelocity *= 1.5f; }