internal IPhysics GetPhysics(IGameObject gameObject, Vector2 positionOnScreen) { Type concretePhysics = typeof(Physics); if (physicsAssignment.ContainsKey(gameObject.GetType())) { concretePhysics = physicsAssignment[gameObject.GetType()]; } IPhysicsConstants constants = PhysicsConstants.Instance.GetConstants(gameObject.GetType()); return((IPhysics)Activator.CreateInstance(concretePhysics, gameObject, positionOnScreen, constants)); }
public ShroomPhysics(IGameObject gameObject, Vector2 position, IPhysicsConstants constants) : base(gameObject, position, constants) { }
public BumpableBlockPhysics(IGameObject gameObject, Vector2 position, IPhysicsConstants constants) : base(gameObject, position, constants) { highWaterMark = (int)position.Y; }