public Player(Vector2 p, GameObjectType obj_id, int unq_id, int isClient, bool updatable, int clientId, Vector2 frameSize, ColliderOffset coloffset) : base(p, obj_id, unq_id, isClient, updatable, frameSize, coloffset) { this.CreateContactPoints(); m_GameView = new GameView(p, new Vector2(800, 600)); this.m_ClientId = clientId; }
public Exit(Vector2 p, GameObjectType obj_id, int unq_id, int isClient, bool updatable, Vector2 frameSize, ColliderOffset coloffset) : base(p, obj_id, unq_id, isClient, updatable, frameSize, coloffset) { }
public PlayerProjectile(Vector2 p, GameObjectType obj_id, int unq_id, int isClient, bool updatable, Vector2 frameSize, ColliderOffset coloffset) : base(p, obj_id, unq_id, isClient, updatable, frameSize, coloffset) { if (m_CollisionObjects.Count == 0) { foreach (GameObject go in GameSimulation.instance.GetObjects()) { if (WantToCollideWith(go.TypeId())) { m_CollisionObjects.Add(go); } } } }