public Dynamic(World world, Vector2 pos, Vector2 size, Texture2D tex) : base(world) { m_pos = pos; m_size = size; m_tex = tex; }
public Body(World world, Vector2 pos, Vector2 size, Texture2D tex, float maxVel = 200.0f, float accel = 1000.0f, float friction = 5.0f) : base(world, pos, size, tex) { m_maxVel = maxVel; m_accel = accel; m_friction = friction; m_vel = Vector2.Zero; m_dir = Vector2.Zero; }
public Player(World world, Vector2 pos, Vector2 size, Texture2D tex, float maxVel = 200.0f, float accel = 1000.0f, float friction = 5.0f) : base(world, pos, size, tex, maxVel, accel, friction) { }
static void Main() { using (var game = new World()) game.Run(); }
public Spaceship(World world, Vector2 pos, Vector2 size, Texture2D tex, float maxVel = 200.0f, float accel = 10000.0f, float friction = 5.0f, bool inverse = false) : base(world, pos, size, tex, maxVel, accel, friction) { m_inverse = inverse; }
public Entity(World world) { m_world = world; }