public PhysicsBase(Game game) { this.game = game; map = game.World; game.WorldEvents.OnNewMapLoaded += ResetMap; game.UserEvents.BlockChanged += BlockChanged; enabled = Options.GetBool(OptionsKey.BlockPhysics, true); falling = new FallingPhysics(game, this); tnt = new TNTPhysics(game, this); foliage = new FoliagePhysics(game, this); liquid = new LiquidPhysics(game, this); other = new OtherPhysics(game, this); }
public Physics(Game game) { this.game = game; map = game.World; info = game.BlockInfo; game.WorldEvents.OnNewMapLoaded += ResetMap; game.UserEvents.BlockChanged += BlockChanged; enabled = Options.GetBool(OptionsKey.SingleplayerPhysics, true); falling = new FallingPhysics(game, this); tnt = new TNTPhysics(game, this); foilage = new FoilagePhysics(game, this); liquid = new LiquidPhysics(game, this); }