public GameWorld(Empire playerEmpire, Empire enemyEmpire, FlyScene scene, IRand rand) { this.playerEmpire = playerEmpire; this.enemyEmpire = enemyEmpire; this.scene = scene; this.gravity = new SceneGravityApplicator(scene); }
public static GameWorld Create(FlyScene scene, IRand rand) { var playerEmpire = new Empire(); var enemyEmpire = new Empire(); return(new GameWorld(playerEmpire, enemyEmpire, scene, rand)); }
public void Push(FlyScene scene) { foreach (Asteroid asteroid in scene.GetEntities <Asteroid>()) { if (ShouldPush()) { asteroid.Physics.LinearVelocity = GetLinearVelocity(); } if (ShouldRotate()) { asteroid.Physics.AngularVelocity = GetAngularVelocity(); } } }
private void OnSelectedEntityRemoved(IFlyEntity sender, FlyScene e) { this.Unselect(); }