public EmptyController(Direction direction, string name, int id, MovObjType movObjType) : base(id) { this.name = name; this.direction = direction; this.movObjType = movObjType; }
public EmptyController(int id) : base(id) { this.direction = Direction.None; this.name = "Emtpy"; this.movObjType = MovObjType.Empty; }
public MovObjStruct FixMovableObject(int time, Point currentCell, Vector2 offset, Direction direction, int ID, MovObjType movObjType ) { MovObjStruct movObjStruct = new MovObjStruct(currentCell, offset, direction, ID, movObjType); //server.SendMessage(movObjStruct, server.r) return movObjStruct; }
public GhostAi(Point scatterTarget, Point exitTarget, Point homeTarget, MovObjType movObjType) { this.scatterTarget = scatterTarget; this.exitTarget = exitTarget; this.homeTarget = homeTarget; this.movObjType = movObjType; }
public MovObjStruct(Point currentCell, Vector2 offset, Direction direction, int ID, MovObjType movObjType) { this.currentCell = currentCell; this.offset = offset; this.direction = direction; this.ID = ID; this.movObjType = movObjType; }
/// <summary> /// Constructor /// </summary> /// <param name="direction">the starting direction</param> /// <param name="name">The name of this controller</param> /// <param name="index">The playerindex of this controller</param> /// <param name="movObjType">What type this controller controlls</param> /// <param name="baseController"></param> /// <param name="inputState">The input from inputdevices</param> public PlayerController(Direction direction, string name, int id, PlayerIndex index, MovObjType movObjType, InputState inputState) : base(id) { this.index = index; this.direction = direction; lastDirection = direction; this.Name = name; this.movObjType = movObjType; this.inputState = inputState; }