/// <summary> /// /// </summary> /// <param name="game"></param> /// <param name="initialPosition"></param> /// <param name="cannonBallManager"></param> /// <param name="width"></param> /// <param name="height"></param> /// <param name="rotation"></param> /// <param name="respawnTime">Time in seconds before a destroyed object will respawn.</param> public DamageablePhysicsGameObject(Game game, Vector2 initialPosition, CannonBallManager cannonBallManager, float width, float height, float rotation, int respawnTime) : this(game, initialPosition, cannonBallManager, width, height, rotation) { respawnTimer = new Timer(respawnTime); respawnOnDeath = true; }
public Tower(Game game, Vector2 position, List<IGameObject> targets, CannonBallManager cannonBallManager) : base(game, position, cannonBallManager, 40, 100, 0) { this.targets = targets; minTargetFocusTimer = new Timer(10f); range = 300; Cannon = new Cannon(game, this, cannonBallManager, new Vector2(0, -35), 0.0f); base.Body.IsStatic = true; }
public Cannon(Game game, PhysicsGameObject parentObject, CannonBallManager cannonBallManager, Vector2 positionalOffset, float rotationalOffset) : base(game) { this.game = game; this.attachedToObject = parentObject; this.cannonBallManager = cannonBallManager; this.positionalOffset = positionalOffset; this.rotationalOffset = rotationalOffset; firingTimer = new Timer(3f); }