public BasePlayer(IPlayerSettings playerSettings, IPhysicsComponent physicsComponent, IBoundaryCollider boundaryCollider, IWeapons weapons, ITimer timer) { this.PlayerSettings = playerSettings; this.PlayerScore = new PlayerScore(); if (physicsComponent == null) this.PhysicsComponent = new DummyPhysicsComponent(); else this.PhysicsComponent = physicsComponent; this.PhysicsComponent.CollidedWithWorld += () => InContactWithLevel = true; this.PhysicsComponent.WasShot += Damage; this.Weapons = weapons; this.Weapons.DamagedAPlayer += (damage, physicsComp) => physicsComp.OnWasShot(this, damage); this.Timer = timer; this.BoundaryCollider = boundaryCollider; this.Health = BasePlayer.StartHealth; this.Status = PlayerStatus.Alive; this.Position = new Vector2(400, 100); this.PhysicsComponent.CollisionGroup = BasePlayer.CollisionGroup; }
public void SetUp() { stubPlayerSettings = MockRepository.GenerateStub<IPlayerSettings>(); stubPhysicsComponent = MockRepository.GenerateStub<IPhysicsComponent>(); stubBoundaryCollider = MockRepository.GenerateStub<IBoundaryCollider>(); stubWeapons = MockRepository.GenerateStub<IWeapons>(); stubTimer = MockRepository.GenerateStub<ITimer>(); player = new BasePlayer(stubPlayerSettings, stubPhysicsComponent, stubBoundaryCollider, stubWeapons, stubTimer); }
public LocalPlayer(IPlayerSettings playerSettings, IPhysicsComponent physicsComponent, IBoundaryCollider boundaryCollider, IWeapons weapons, ITimer timer) : base(playerSettings, physicsComponent, boundaryCollider, weapons, timer) { Console.Write("Creating Local Player"); }