Esempio n. 1
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 public Boo(Game1 game, Vector2 booResetLocation)
 {
     myGame = game;
     physics = new PacMarioGamePhysics();
     state = new UpPatrolingBooState(this);
     resetLocation = booResetLocation;
 }
Esempio n. 2
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 public StartGameAdminCommand(int size, IPhysics physics, IStateTracker stateTracker, IPlayerRepository playerRepository)
 {
     _size = size;
     _physics = physics;
     _stateTracker = stateTracker;
     _playerRepository = playerRepository;
 }
 public WolverineEnemy(Game1 game)
 {
     myGame = game;
     isHit = false;
     canDealDamage = true;
     physics = new MarioGamePhysics();
     state = new WolverineMovingLeftState(this);
 }
 public Flower(bool isInsideBlock, Game1 game)
 {
     this.isInsideBlock = isInsideBlock;
     myGame = game;
     flowerSprite = ItemsSpriteFactory.CreateFlowerSprite();
     physics = new MarioGamePhysics();
     physics.Acceleration = Vector2.Zero;
 }
 public PacMario(Game1 game)
 {
     state = new PacMarioRightState(this);
     myGame = game;
     physics = new PacMarioGamePhysics();
     isPressingDown = false;
     isDead = false;
 }
 public GreenMushroom(bool isInsideBlock, Game1 game)
 {
     this.isInsideBlock = isInsideBlock;
     myGame = game;
     greenMushroomSprite = ItemsSpriteFactory.CreateGreenMushroomSprite();
     physics = new MarioGamePhysics();
     physics.Acceleration = Vector2.Zero;
 }
 public Endblock(Game1 game)
 {
     myGame = game;
     endblockSprite = LemmingSpriteFactory.CreateEndblockSprite();
     physics = new MarioGamePhysics();
     physics.Acceleration = Vector2.Zero;
     physics.Velocity = Vector2.Zero;
 }
 public Block(Type blockType, bool isUnderground, Game1 game)
 {
     isBumped = false;
     this.game = game;
     SetInitialState(blockType, isUnderground);
     physics = new MarioGamePhysics();
     physics.Acceleration = Vector2.Zero;
 }
 public BuckeyePlayer(Game1 game)
 {
     state = new BuckeyeRightIdleState(this);
     myGame = game;
     physics = new MarioGamePhysics();
     isPressingDown = false;
     isDead = false;
     spawner = new FootballSpawner(game);
 }
 public MarioInstance(Game1 game)
 {
     state = new SmallRightIdleState(this);
     myGame = game;
     physics = new MarioGamePhysics();
     factory = new FireBallSpawner(game);
     isPressingDown = false;
     isDead = false;
 }
 public GreenKoopa(Game1 game)
 {
     myGame = game;
     physics = new MarioGamePhysics();
     physics.VelocityMaximum = new Vector2(IEnemyObjectConstants.KOOPAMAXVELOCITY, physics.VelocityMaximum.Y);
     physics.VelocityMinimum = new Vector2(IEnemyObjectConstants.KOOPAMINVELOCITY, physics.VelocityMinimum.Y);
     state = new GreenKoopaWalkingLeftState(this);
     weaponizedShellKillStreak = 0;
 }
 public ThrowingWolverineEnemy(Game1 game)
 {
     myGame = game;
     isHit = false;
     canDealDamage = true;
     physics = new MarioGamePhysics();
     state = new WolverineLeftIdleState(this);
     spawner = new FootballSpawner(myGame);
 }
 public PacMarioNormalCoin(bool isInsideBlock, Game1 game)
 {
     this.isInsideBlock = isInsideBlock;
     isReleased = false;
     myGame = game;
     coinSprite = ItemsSpriteFactory.CreateCoinSprite();
     physics = new MarioGamePhysics();
     physics.Acceleration = Vector2.Zero;
 }
 public WolverineChuck(Game1 game)
 {
     myGame = game;
     isHit = false;
     canDealDamage = true;
     physics = new MarioGamePhysics();
     state = new WolverineChuckIdleLeftState(this);
     spawner = new FootballSpawner(myGame);
 }
 public LeftFire(FireBallSpawner factory, Game1 game)
 {
     myGame = game;
     FireSprite = ProjectileSpriteFactory.CreateFireSprite();
     physics = new MarioGamePhysics();
     physics.Velocity = new Vector2(ProjectileConstants.LEFTFIREINITIALXVELOCITY, physics.Velocity.Y);
     physics.VelocityMinimum = new Vector2(ProjectileConstants.LEFTFIREINITIALXVELOCITY, physics.VelocityMinimum.Y);
     isExploded = false;
     this.factory = factory;
 }
 public InvisiMario(Game1 game)
 {
     state = new InvisibleState(this);
     myGame = game;
     physics = new MarioGamePhysics();
     physics.Velocity = Vector2.Zero;
     physics.Acceleration = Vector2.Zero;
     factory = new FireBallSpawner(game);
     isPressingDown = false;
     isDead = false;
 }
        public Football(FootballSpawner spawner, Game1 game, bool throwingRight, bool isHostile, string footballType)
        {
            myGame = game;
            sprite = ProjectileSpriteFactory.CreateFootballSprite();
            physics = new MarioGamePhysics();

            InitializeFootballPhysics(footballType, throwingRight);

            isExploded = false;
            this.isHostile = isHostile;
            this.spawner = spawner;
        }
Esempio n. 18
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        public PlayerBlob(Player owner, IGame game, IPhysics physics, IStateTracker stateTracker, Vector position, bool controlledByPlayer)
            : base(game, physics, stateTracker, position, game.Settings.MinPlayerBlobMass)
        {
            _physics = physics;
            Owner = owner;
            RecombineTicks = game.TickCount;
            ControlledByPlayer = controlledByPlayer;

            Mass = Game.Settings.MinPlayerBlobMass;

            MakeDynamic();
        }
        public Elevator(bool up, Game1 game)
        {
            this.up = up;
            myGame = game;
            elevatorSprite = LemmingSpriteFactory.CreateElevatorSprite();
            physics = new MarioGamePhysics();
            physics.Acceleration = Vector2.Zero;
            physics.Velocity = Vector2.Zero;
            columnHeight = (LemmingSpriteConstants.ELEVATORDIMENSIONS.Y - 1);

            
        }
Esempio n. 20
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        public GameObject(IInput input, IPhysics physics, IGraphics graphics)
        {
            _components = new List<Component>();

            _input = input;
            _physics = physics;
            _graphics = graphics;

            _components.Add(_input as Component);
            _components.Add(_physics as Component);
            _components.Add(_graphics as Component);
        }
 public PaddleBall(Game1 game)
 {
     
     myGame = game;
     
     isReleased = false;
     paddleBallState = new NormalPaddleBallState(this);
     physics = new MarioGamePhysics();
     physics.Acceleration = Vector2.Zero;
     physics.VelocityMaximum = ObjectPhysicsConstants.PADDLEBALLFASTMAXVELOCITY;
     physics.VelocityMinimum = ObjectPhysicsConstants.PADDLEBALLFASTMINVELOCITY;
    
 }
Esempio n. 22
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File: Game.cs Progetto: kfazi/AgarIo
        public Game(IRandom random, IPhysics physics, IStateTracker stateTracker, IPlayerRepository playerRepository, IClock clock)
        {
            _physics = physics;
            _stateTracker = stateTracker;
            _playerRepository = playerRepository;
            _clock = clock;
            Random = random;

            _blobs = new List<Blob>();
            Settings = new WorldSettings();
            GameMode = new ClassicGameMode(this, physics, stateTracker, playerRepository);

            Stop();
        }
Esempio n. 23
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File: Blob.cs Progetto: kfazi/AgarIo
        protected Blob(IGame game, IPhysics physics, IStateTracker stateTracker, Vector position, float mass)
        {
            _physics = physics;

            Game = game;
            StateTracker = stateTracker;
            Position = position;
            Mass = mass;

            IsStatic = false;
            _isCreated = false;

            Id = BlobIdProvider.GetId();
        }
Esempio n. 24
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 public Paddle(Game1 game)
 {
     
     myGame = game;
     paddleBallSpawner = new PaddleBallSpawner(game);
     paddleSprite = MarioBrickBreakerSpriteFactory.CreateNormalPaddleSprite();
     physics = new MarioGamePhysics();
     physics.Acceleration = Vector2.Zero;
     physics.VelocityMaximum = ObjectPhysicsConstants.PADDLEBALLFASTMAXVELOCITY;
     physics.VelocityMinimum = ObjectPhysicsConstants.PADDLEBALLFASTMINVELOCITY;
     isDead = false;
     isMagnetized = false;
    
 }
Esempio n. 25
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        /// <summary>
        /// Initializes a new instance of the Core class.
        /// </summary>
        public Core(IVisual visual)
        {
            this.visual = visual;
            physics = new Physics(this);

            FPS = defaultFPS;
            refreshTimer.Tick += (sender, e) =>
                {
                    if (visual.Visible)
                    {
                        lock (this) { visual.Refresh(); }
                    }
                };
            refreshTimer.Start();
            physics.StartSimulation(FPS);
        }
Esempio n. 26
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 public ScanningLaser(TestableGameObject obj,
                      Box box,
                      [GameObjectBoundary] Sphere sphere,
                      IPhysics physics,
                      IRigidBody body,
                      ILayerMask layerMask)
     : base(obj)
 {
     this.physics = physics;
     this.sphere = sphere;
     body.useGravity = false;
     sphere.collider.enabled = false;
     box.Obj.transform.localScale = new UnityEngine.Vector3(10, 1, 1);
     sphere.body.isKinematic = true;
     body.AddTorque(new UnityEngine.Vector3(0, 5, 0), UnityEngine.ForceMode.Impulse);
     mask = 1 << layerMask.NameToLayer("Default");
 }
Esempio n. 27
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        public override void Update()
        {
            IPhysics    marioPhysics   = (IPhysics)mario;
            ICollidable marioCollision = (ICollidable)mario;

            if (sinkTimeOut > 0)
            {
                sinkTimeOut--;
                marioPhysics.Velocity = new Vector2(0, (float).75);
                mario.Update();
            }
            else if (sinkTimeOut == 0)
            {
                mario.Location = new Vector2(location.X + 10, location.Y + 40);
                camera.CameraUpdate();
                PlayerLevel.Instance.LevelUpdate(camera);
                mario.Location = new Vector2(location.X + 10, location.Y + 40);
                sinkTimeOut--;
            }
            else if (sinkTimeOut <= 0 && loadTimeOut > 0)
            {
                loadTimeOut--;
            }
            else if (loadTimeOut == 0)
            {
                SoundFactory.Instance.PlaySoundEffect("SOUND_PIPE");
                loadTimeOut--;
            }
            else if (loadTimeOut <= 0 && riseTimeOut > 0)
            {
                riseTimeOut--;
                if (mario.Location.Y > (location.Y - marioCollision.Hitbox.Height))
                {
                    mario.Location = new Vector2(mario.Location.X, mario.Location.Y - 2);
                }
            }
            else
            {
                game.GameState = new NormalGameState(game, controllerList, camera);
                SoundFactory.Instance.PlayBackgroundMusic();
                MediaPlayer.IsRepeating = true;
            }
        }
Esempio n. 28
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 public override void Update()
 {
     if (levelTimeOut > 0)
     {
         IPhysics    marioPhysics   = (IPhysics)mario;
         ICollidable marioCollision = (ICollidable)mario;
         PlayerLevel.Instance.LevelUpdate(camera);
         PlayerLevel.Instance.BackgroundDestination = new Rectangle((int)location.X - 391, 0, 800, 480);
         if (mario.Location.Y <= (flagPole.Location.Y + flagPole.Hitbox.Height - marioCollision.Hitbox.Height) && !(mario.MovementState is MarioRightJumpState))
         {
             marioPhysics.Velocity = new Vector2(0, 2);
         }
         if (flagPole.Flag.Location.Y < (flagPole.Location.Y + flagPole.Hitbox.Height - 25))
         {
             flagPole.Flag.Location = new Vector2(flagPole.Flag.Location.X, flagPole.Flag.Location.Y + 2);
         }
         else if (flagPole.Flag.Location.Y >= (flagPole.Location.Y + flagPole.Hitbox.Height - 25) && mario.Location.Y >= (flagPole.Location.Y + flagPole.Hitbox.Height - marioCollision.Hitbox.Height))
         {
             if (mario.Location.X < LEVEL_BARRIER)
             {
                 mario.RunRight();
                 if (mario.MovementState is MarioFlagState)
                 {
                     SoundFactory.Instance.PlaySong("MUSIC_WORLD_CLEAR");
                     mario.Jump();
                 }
             }
             else
             {
                 mario.Idle();
             }
         }
         levelTimeOut--;
     }
     else
     {
         SuperPixelBrosGame.ResetLevel();
         game.GameState = new MarioStartLevelState(game, controllerList, camera);
         SoundFactory.Instance.PlayBackgroundMusic();
     }
 }
    IEnumerator WaitForFinish(IPhysics phy, Transform t, float time) //waiting until the put down coroutine is over before applying physics properties
    {
        yield return(new WaitForSeconds(time));

        GameObject theObj = GetHolding().GetObject();

        if (theObj.CompareTag("Food"))
        {
            FoodPhysicsProperties(t);
        }
        else if (theObj.CompareTag("Tray") || theObj.CompareTag("Plate") || theObj.CompareTag("Surface"))
        {
            SurfaceFood(t);
        }
        else
        {
            phy.EnablePhysics(t);
        }

        SetInteract(null);
    }
Esempio n. 30
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        /// <summary>
        /// The mutate across popup menu was clicked.
        /// </summary>
        /// <param name="sender">The sending object.</param>
        /// <param name="e">The event.</param>
        private void MenuMutateAcross_Click(object sender, RoutedEventArgs e)
        {
            int rows = Settings.Default.UniversePaneRows;
            int cols = Settings.Default.UniversePaneColumns;

            IPhysics sourcePhysics = _selectedCell.UniverseRunner.PhysicsRules;

            for (int currentRow = 0; currentRow < rows; currentRow++)
            {
                for (int currentCol = 0; currentCol < cols; currentCol++)
                {
                    if (currentRow != _selectedRow || currentCol != _selectedCol)
                    {
                        _multiverse[currentRow][currentCol].UniverseRunner
                        .Mutate(_rnd, sourcePhysics, 0.5, 0.2);
                        _multiverse[currentRow][currentCol].UniverseRunner
                        .Randomize(_rnd);
                    }
                }
            }
        }
Esempio n. 31
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        /// <summary>
        /// Pre-hook called by the Player Character when a player state is first added to the player.
        /// </summary>
        public override void OnStateAddedGeneral()
        {
            player  = GetComponent <PlayerCharacter>();
            physics = player.Physics;

            if (player.MovementSettings != null)
            {
                settings = player.MovementSettings;
            }
            else
            {
                settings = GetComponent <MovementSettings>();
            }

            if (player.PowersSettings != null)
            {
                powersSettings = player.PowersSettings;
            }
            else
            {
                powersSettings = GetComponent <PowersSettings>();
            }
        }
        public void Execute()
        {
            firstEntity.Location         = new Vector2(firstEntity.Location.X, firstEntity.Location.Y - collision.Overlap.Height);
            collision.FirstEntity.Hitbox = new Rectangle((int)firstEntity.Location.X, (int)firstEntity.Location.Y, collision.FirstEntity.Hitbox.Width, collision.FirstEntity.Hitbox.Height);
            IPhysics physicsFirstEntity = (IPhysics)firstEntity;

            physicsFirstEntity.Velocity = new Vector2(physicsFirstEntity.Velocity.X, 0);
            if (firstEntity is IMario player && (player.MovementState is MarioLeftJumpState || player.MovementState is MarioRightJumpState))
            {
                ScoreKeeper.Instance.ResetMultiplier();
                if (physicsFirstEntity.Velocity.X < 0)
                {
                    player.MovementState = new MarioLeftRunState(player);
                }
                else if (physicsFirstEntity.Velocity.X > 0)
                {
                    player.MovementState = new MarioRightRunState(player);
                }
                else
                {
                    player.Idle();
                }
            }
        }
Esempio n. 33
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        /// <summary>
        /// Инициализирует класс GGame
        /// </summary>
        public GGame()
        {
            MScreen = new ManagementScreen(this);

            audio           = new GAudio();
            fileIO          = new GFileIO();
            graphics        = new GGraphics();
            input           = new GInput();
            physics         = new GPhysics(this);
            camera          = new GCamera();
            systemParticles = new GSystemParticles(this);

            MScreen.SetCurrentScreen(GetStartScreen());

            DoubleBuffered = true;
            Size           = new Size(500, 700);
            Paint         += GGame_Paint;
            MouseDown     += GGame_MouseDown;
            MouseUp       += GGame_MouseUp;
            MouseMove     += GGame_MouseMove;

            DeltaTime     = System.DateTime.Now.Millisecond;
            PrevDeltaTime = System.DateTime.Now.Millisecond;
        }
Esempio n. 34
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        /// <summary>
        /// Инициализирует класс GGame
        /// </summary>
        public GGame(Activity context) : base(context)
        {
            DisplayMetrics displayMetrics = new DisplayMetrics();

            context.Window.WindowManager.DefaultDisplay.GetMetrics(displayMetrics);
            width  = displayMetrics.WidthPixels;
            height = displayMetrics.HeightPixels;

            MScreen         = new ManagementScreen(this);
            audio           = new GAudio();
            fileIO          = new GFileIO();
            graphics        = new GGraphics();
            input           = new GInput();
            physics         = new GPhysics(this);
            camera          = new GCamera();
            systemParticles = new GSystemParticles(this);

            MScreen.SetCurrentScreen(GetStartScreen());

            DeltaTime     = System.DateTime.Now.Millisecond;
            PrevDeltaTime = System.DateTime.Now.Millisecond;

            SetOnTouchListener(this);
        }
 private void DummyInjectMethodPrivate(IPhysics physics)
 {
     PhysicsFromMethodPrivate = physics;
 }
Esempio n. 36
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        /// <summary>
        /// Initializes a new instance of the <see cref="CanyonShooterGame"/> class.
        /// </summary>
        public CanyonShooterGame(string[] args)
        {
            Args   = new Arguments(args);
            states = new GameStates(this, Components);
            config = new Config();
            graphicsDeviceManager = new GraphicsDeviceManager(this);
            content = new ContentManager(Services);

            graphics          = new Graphics(this, graphicsDeviceManager);
            this.Window.Title = " CanyonShooter";

            Intercom.Game = this;

            #region Commandline Parameter Settings:

            #region Parameter: --setShaderModel

            if (Args["setShaderModel"] == "2")
            {
                graphics.ShaderModel3SupportedOverride = true;
            }
            #endregion

            #region Parameter: --debug

            if (Args["debug"] == "1")
            {
                debugMode = true;
            }
            #endregion

            #region Parameter: --multiThreaded
            // Physik Intialisierung

            /*if (Args["multiThreaded"] != null)
             * {
             *  if(Args["multiThreaded"] == "1")
             *      physics = new Physics(this, true);
             *  else
             *  {
             *      physics = new Physics(this, false);
             *      Components.Add(physics);
             *  }
             * }
             * else*/// automatically set threading-mode
            {
                /*if (Environment.ProcessorCount > 1)
                 * {
                 *  physics = new Physics(this, true);
                 * }
                 * else*/
                {
                    physics = new Physics(this, false);
                    Components.Add(physics);
                }
            }
            #endregion

            #region Parameter: --testAudio
            // Test Audio Framework *******************************
            if (Args["testAudio"] == "1")
            {
                TestAudioPlayback test1 = new TestAudioPlayback();
                test1.SetUp(this);
                test1.TestMinigunPlayback();
                test1.TearDown();

                TestAudio3D test2 = new TestAudio3D();
                test2.SetUp(this);
                test2.TestPlayback3D();
                test2.TearDown();
            }
            #endregion

            #endregion

            // Create sound system by M.Rodriguez
            sounds = new SoundSystem(this);

            // Set global volumes by M.Rodriguez
            sounds.EffectVolume = 1.0f;
            sounds.MusicVolume  = 0.3f;

            // Initialisieren der einzelnen Komponenten:
            input      = new Input(this);
            renderer   = new Renderer(this, Components);
            effects    = new EffectFactory(this);
            highscores = new Highscores(this);

            GraphicalConsole.GetSingleton(this).RegisterObjectProperty(graphics, "Graphics", "Fullscreen");

            GraphicalConsole.GetSingleton(this).RegisterObjectProperty(renderer, "Renderer", "DrawCollisionShapes");

            GraphicalConsole.GetSingleton(this).RegisterObjectFunction(Args, "Args", "ListParameters");
            if (Args["enable3DMouse"] == "1")
            {
                hasSpaceMouse = true;
                device        = new TDxInput.Device();
            }
            states.SetStateStart();

            // states.SetStateDebugMode();
        }
Esempio n. 37
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 public Bicycle(IPhysics physicsPlugin)
     : base(physicsPlugin)
 {
     Console.WriteLine("Bicycle ctor");
 }
Esempio n. 38
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 protected Agent(IPhysics physicsPlugin)
 {
     PluginPhysics = physicsPlugin;
 }
Esempio n. 39
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 public Actor(World world, IPhysics physics)
 {
     this.world   = world;
     this.physics = physics;
 }
Esempio n. 40
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 public PlayerCommandFactory(IPhysics physics)
 {
     _physics = physics;
 }
 public override void Ready()
 {
     transform = GetComponent<TransformComponent>();
     physics = GetComponent<IPhysics>();
 }
Esempio n. 42
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 public EjectedMassBlob(IGame game, IPhysics physics, IStateTracker stateTracker, Vector position)
     : base(game, physics, stateTracker, position)
 {
     MakeDynamic();
 }
Esempio n. 43
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 /// <summary>
 /// Injection point for state dependencies.
 /// </summary>
 public void Inject(IPlayer player, IPhysics physics, MovementSettings settings)
 {
     this.player   = player;
     this.physics  = physics;
     this.settings = settings;
 }
Esempio n. 44
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 public Destroyer(World world, IPhysics physics) : base(world, physics)
 {
 }
Esempio n. 45
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 public Koopa(Vector2 location)
 {
     stateMachine = new KoopaStateMachine(location);
     Physics      = new KoopaPhysics(this);
 }
Esempio n. 46
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 public VirusSpawner(IGame game, IPhysics physics, IStateTracker stateTracker) : base(game, physics)
 {
     _stateTracker = stateTracker;
 }
Esempio n. 47
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 public LockingPhysicsObject(IPhysics physics)
 {
     this.physics = physics;
 }
Esempio n. 48
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 public GetViewPlayerCommand(IPhysics physics)
 {
     _physics = physics;
 }
Esempio n. 49
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 public AdminCommandFactory(IPhysics physics, IStateTracker stateTracker, IPlayerRepository playerRepository)
 {
     _physics = physics;
     _stateTracker = stateTracker;
     _playerRepository = playerRepository;
 }
Esempio n. 50
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 public AdminCommandFactory(IPhysics physics, IStateTracker stateTracker, IPlayerRepository playerRepository)
 {
     _physics          = physics;
     _stateTracker     = stateTracker;
     _playerRepository = playerRepository;
 }
Esempio n. 51
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File: Player.cs Progetto: kro13/KK
 public void SetPhysicsl(IPhysics physics)
 {
     this.physics = physics;
 }
Esempio n. 52
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    // Use this for initialization
    void Awake()
    {
        mEnemyPhysics = new EnemyPhysics<Enemy>(this);
        mEnemyPhysics.Collider = GetComponent<BoxCollider2D>();

        mHPResumeTimer.SetIntervalTime(HPRESUME_TIME);
        mHPResumeTimer.SetIntervalEvent(ResumeHP);

        mRebornTimer.SetIntervalTime(REBORN_TIME);
        mRebornTimer.SetIntervalEvent(Reborn);
    }
Esempio n. 53
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 public Bowser(Vector2 location, Game1 game)
 {
     stateMachine = new BowserStateMachine(location, game);
     Physics      = new BowserPhysics(this);
 }
#pragma warning restore 649

        public EngineMedium(IPhysics physics)
        {
            this.physics = physics;
        }
Esempio n. 55
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 public void InitPhysics()
 {
     Physics = new CanyonPhysics();
     Physics.Init(this);
 }
 public void DummyInjectMethodPublic(IPhysics physics)
 {
     PhysicsFromMethodPublic = physics;
 }
Esempio n. 57
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 public Goomba(Vector2 location)
 {
     stateMachine = new GoombaStateMachine(location);
     Physics      = new GoombaPhysics(this);
 }
Esempio n. 58
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 public FoodBlob(IGame game, IPhysics physics, IStateTracker stateTracker, Vector position)
     : base(game, physics, stateTracker, position, game.Settings.FoodMass)
 {
     MakeStatic();
 }
Esempio n. 59
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 public Star(Vector2 position)
 {
     sprite      = ItemFactory.Instance.CreateStarItem();
     Collided    = false;
     ItemPhysics = new ItemPhysics(position);
 }
Esempio n. 60
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 public RedKoopa(Koopa decoratedKoopa)
 {
     this.decoratedKoopa = decoratedKoopa;
     Physics             = new KoopaPhysics(this);
 }