Example #1
0
        //SceneNode controlNode;

        /// <summary>
        /// This applies the physic engine to the player model.
        /// It calls a new model, controller, stats and armoury in its constructor taken from the player classes.
        /// </summary>
        /// <param CharacterModel="model"></param>
        /// <param CharacterController="controller"></param>
        /// <param CharacterStats="stats"></param>

        public Player(/*CharacterModel model, */ /*CharacterController controller,*/ /*CharacterStats stats,*/ SceneManager mSceneMgr)
        {
            model      = new PlayerModel(mSceneMgr);
            controller = new PlayerController(this, mSceneMgr);
            stats      = new PlayerStats();
            armoury    = new Armoury();


            float radius = 15;

            model.GameNode.Position += radius * Vector3.UNIT_Y;
            model.GameNode.Position -= radius * Vector3.UNIT_Y;

            physObj           = new PhysObj(radius, "Player", 0.1f, 0.02f, 0.3f);
            physObj.SceneNode = model.GameNode;
            physObj.Position  = model.GameNode.Position;
            physObj.AddForceToList(new WeightForce(physObj.InvMass));
            Physics.AddPhysObj(physObj);

            physObj.SceneNode = model.GameNode;
        }
Example #2
0
 /// <summary>
 /// sets the game node scale in the constructor
 /// </summary>
 /// <param name="mSceneMgr"></param>
 /// <param name="gun"></param>
 /// <param name="playerAmoury"></param>
 public CollectableGun(SceneManager mSceneMgr, Gun gun, Armoury playerAmoury)
 {
     this.mSceneMgr = mSceneMgr;
     GameNode.Scale(new Vector3(1.5f));
 }