public Weapon(Engine _engine, Tracker _tracker, Player _holder, float _reloadTime, String _description, float _cooldown) : base(_engine, _tracker) { holder = _holder; reloadTime = _reloadTime; description = _description; cooldown = _cooldown; }
public static Box Load(Engine _engine, Tracker _tracker, XmlNode node) { XmlNode bodyNode = node.SelectSingleNode("body"); //RigidBody body = new RigidBody(new BoxShape()); //body.Load(bodyNode); RigidBody body = DuckEngine.Storage.StorageExtensions.LoadRigidBody(bodyNode); return new Box(_engine, _tracker, body); }
public Pickup(Engine _engine, Tracker _tracker, JVector position) : base(_engine, _tracker, false) { Shape boxShape = new BoxShape(1f, .5f, .5f); body = new RigidBody(boxShape); body.AffectedByGravity = false; body.Position = position; body.Tag = this; EnableInterfaceCalls = true; }
public Projectile(Engine _engine, Tracker _tracker, Vector3 _position, float _damage, float _speed, Vector3 _target, float _collisionSize) : base(_engine, _tracker) { damage = _damage; speed = _speed; target = _target; collisionSize = _collisionSize; //Create body and add to physics engine Shape boxShape = new BoxShape(size); body = new RigidBody(boxShape); body.Mass = 1f; body.Position = Conversion.ToJitterVector(_position); body.AllowDeactivation = false; body.AffectedByGravity = false; body.Tag = this; Engine.Physics.AddBody(body); }
public Player(Engine _engine, Tracker _tracker, Vector3 position, Model _model) : base(_engine, _tracker, false) { model = _model; //Create body and add to physics engine Shape capsuleShape = new CapsuleShape(1, 0.5f); body = new RigidBody(capsuleShape); body.Mass = 2f; body.Position = position.ToJitterVector(); body.AllowDeactivation = false; body.Tag = this; EnableInterfaceCalls = true; //TODO: Fix so that players can rotate around Y-axis. //Players can't tip over Constraint upright = new Jitter.Dynamics.Constraints.SingleBody.FixedAngle(body); Engine.Physics.AddConstraint(upright); //TEMPORARY FOR VIDYAJUEGOS currentWeapon = new Pistol1(_engine, Tracker, this, "", 1, 1000); }
public Pistol1(Engine _engine, Tracker _tracker, Player _holder, string _description, float _reloadTime, float _cooldown) : base(_engine, _tracker, _holder, _reloadTime, _description, _cooldown) { }
public Box(Engine _engine, Tracker _tracker, RigidBody rigidBody, bool _enableInterfaceCalls) : base(_engine, _tracker, rigidBody, _enableInterfaceCalls) { }
public Box(Engine _engine, Tracker _tracker, RigidBody rigidBody) : base(_engine, _tracker, rigidBody) { }
public Box(Engine _engine, Tracker _tracker, JVector size) : this(_engine, _tracker, new RigidBody(new BoxShape(size))) { }
public PhysicalEntity(Engine _engine, Tracker _tracker, RigidBody _body, bool _enableInterfaceCalls) : base(_engine, _tracker, false) { Body = _body; EnableInterfaceCalls = _enableInterfaceCalls; }
public PhysicalEntity(Engine _engine, Tracker _tracker, RigidBody _body) : this(_engine, _tracker, _body, true) { }
/// <summary> /// Initializes new camera component. /// </summary> /// <param name="_tracker">Engine to which attach this camera.</param> public DebugCamera(Engine _engine, Tracker _tracker, Vector3 _position) : base(_engine, _tracker) { position = _position; UpdateProjection(); }
public static Pickup Load(Engine _engine, Tracker _tracker, XmlNode node) { XmlNode posNode = node.SelectSingleNode("pos"); JVector pos = StorageExtensions.LoadJVector(posNode); return new Pickup(_engine, _tracker, pos); }
public PlayerCamera(Engine _engine, Tracker _tracker, Player _player = null) : base(_engine, _tracker) { player = _player; position = new Vector3(); }
/// <summary> /// Same as Entity(_engine, _tracker, true) /// </summary> /// <param name="_engine">The Engine which owns the current entity.</param> /// <param name="_tracker">The Tracker this entity should belong to.</param> public Entity(Engine _engine, Tracker _tracker) : this(_engine, _tracker, true) { }
public MapEditor(GameController _gameController, Tracker _tracker) : base(_gameController.Engine, _tracker) { game = _gameController; }
/// <summary> /// Base constructor for all entities, /// </summary> /// <param name="_engine">The Engine which owns the current entity.</param> /// <param name="_tracker">The Tracker this entity should belong to.</param> /// <param name="_enableInterfaceCalls">Whether to enable interface calls in the constructor</param> public Entity(Engine _engine, Tracker _tracker, bool _enableInterfaceCalls) { Engine = _engine; Tracker = _tracker; EnableInterfaceCalls = _enableInterfaceCalls; }