public void removeObjectsToMove(GameEntity[] gameObjs) { foreach (GameObject obj in gameObjs) { physicsQueue -= obj.move; } }
public void addObjectToMove(GameEntity gameObj) { physicsQueue += gameObj.move; }
public void removeObjectToMove(GameEntity gameObj) { physicsQueue -= gameObj.move; }
public PhysicsEngine(int inverseFPMS) : base(inverseFPMS) { physicsQueue = new PhysicsQueue((timeStep) => { }); FPMS = 1 / (float)inverseFPMS; }