/// <summary> /// Constructor /// </summary> /// <param name="mSceneMgr"></param> public Player(SceneManager mSceneMgr) { this.mSceneMgr = mSceneMgr; model = new PlayerModel(mSceneMgr); controller = new PlayerController(this); stats = new PlayerStats(); armoury = new Armoury(); time = new Timer(); invulnerable = 1000; this.isDead = false; }
/// <summary> /// Constructor /// </summary> /// <param name="mSceneMgr">Scene Manager</param> /// <param name="gun">Gun</param> /// <param name="playerArmoury">Player's Armoury</param> public CollectableGun(SceneManager mSceneMgr, Gun gun, Armoury playerArmoury) { //Initializing values this.mSceneMgr = mSceneMgr; this.gun = gun; this.playerArmoury = playerArmoury; //Creating and attaching scenenode containing the gun model this.gameNode = mSceneMgr.CreateSceneNode(); this.gameNode.Scale(new Vector3(1.5f, 1.5f, 1.5f)); this.gameNode.AddChild(gun.GameNode); mSceneMgr.RootSceneNode.AddChild(this.gameNode); //Link to physics engine this.physObj = new PhysObj(10, "Gun", 0.1f, 0.5f); physObj.SceneNode = gameNode; physObj.AddForceToList(new WeightForce(physObj.InvMass)); physObj.AddForceToList(new FrictionForce(physObj)); Physics.AddPhysObj(physObj); }