public World() { this.InputManager = new InputManager(); this.player = new Player(PlayerStartX, PlayerStartY, this.InputManager); const double ratioX = 0.0390625; const double ratioY = 0.0390625; var obstacles = new RectCollider[] { new RectCollider(0 * ratioX, 512 * ratioY, 768 * ratioX, 256 * ratioY), new RectCollider(16 * ratioX, 256 * ratioY, 16 * ratioX, 256 * ratioY), new RectCollider(384 * ratioX, 448 * ratioY, 96 * ratioX, 16 * ratioY), new RectCollider(128 * ratioX, 416 * ratioY, 96 * ratioX, 16 * ratioY), new RectCollider(256 * ratioX, 368 * ratioY, 96 * ratioX, 16 * ratioY), new RectCollider(384 * ratioX, 320 * ratioY, 96 * ratioX, 16 * ratioY), new RectCollider(512 * ratioX, 320 * ratioY, 96 * ratioX, 16 * ratioY), new RectCollider(512 * ratioX, 240 * ratioY, 96 * ratioX, 16 * ratioY), new RectCollider(256 * ratioX, 112 * ratioY, 96 * ratioX, 16 * ratioY), new RectCollider(160 * ratioX, 112 * ratioY, 96 * ratioX, 16 * ratioY) }; this.updatables = new List<IUpdatable>(); this.updatables.Add(this.player); this.drawables = new List<IDrawable>(); this.drawables.Add(this.player); foreach (var obstacle in obstacles) { this.drawables.Add(obstacle); } this.collidables = new List<ICollidable>(); this.collidables.Add(this.player); foreach (var obstacle in obstacles) { this.collidables.Add(obstacle); } this.player.AddCollidables(this.collidables); }
public Player(double x, double y, InputManager inputManager) { this.inputManager = inputManager; this.Reset(x, y); }