public DynamicBody(Body phys_body, Mesh fixture) : base(phys_body, fixture) { this.phys_body = phys_body; this.mesh = fixture; if (phys_body != null) this.phys_body.UserData = this; }
public Player(GameWindow window, Body phys_body, Mesh fixture) : base(phys_body, fixture) { window.KeyDown += KeyDown; window.KeyUp += KeyUp; phys_body.UserData = this; phys_body.OnCollision += phys_body_OnCollision; CollideWithAll = true; }
public Enemy(Body phys_body, Mesh fixture) : base(phys_body, fixture) { phys_body.OnCollision += phys_body_OnCollision; rotation = -1; phys_body.UserData = this; DestroyPlayer = true; IsMove = true; IsDestroyByTouching = false; }
public static bool IsLeft(Mesh first_fixture, Mesh second_fixture) { double x1, y1, x2, y2; x1 = first_fixture.rectangle.First.First; y1 = first_fixture.rectangle.First.Second; x2 = first_fixture.rectangle.Second.First; y2 = first_fixture.rectangle.Second.Second; double x3, y3, x4, y4; x3 = second_fixture.rectangle.First.First; y3 = second_fixture.rectangle.First.Second; x4 = second_fixture.rectangle.Second.First; y4 = second_fixture.rectangle.Second.Second; if (Compare(x2, x3) == -1 || Compare(x2, x4) == 0 && (Compare(y3, y2) == -1 || Compare(y1, y4) == -1)) return true; return false; }
public Teleport(Body phys_body, Mesh fixture) : base(phys_body, fixture) { phys_body.OnCollision += phys_body_OnCollision; phys_body.UserData = this; }
public Block(Body phys_body, Mesh fixture) : base(phys_body, fixture) { phys_body.UserData = this; }
public Background(Body phys_body, Mesh fixture) : base(phys_body, fixture) { }
public StaticBody(Body phys_body, Mesh fixture) { this.phys_body = phys_body; this.mesh = fixture; }