public PhysicsEngine(GameWorld world) { Debug.Assert(world != null); TimeSinceLastUpdate = 0.0; Collisions = new CollisionResolver(world); }
public GameMatch(string mapPath) { World = new GameWorld(mapPath); Physics = new PhysicsEngine(World); CurrentState = new MatchState(Physics); LeftStructures = new TeamStructures(Teams.Left, World.Map.Meta.LeftMeta.BaseTileIds, World.Map.Meta.LeftMeta.BaseTowerTileIds, World.Map.Meta.LeftMeta.TopTowerTileIds, World.Map.Meta.LeftMeta.BottomTowerTileIds); RightStructures = new TeamStructures(Teams.Right, World.Map.Meta.RightMeta.BaseTileIds, World.Map.Meta.RightMeta.BaseTowerTileIds, World.Map.Meta.RightMeta.TopTowerTileIds, World.Map.Meta.RightMeta.BottomTowerTileIds); Structures = new List<IStructure>(); LeftStructures.Structures.ForEach(Structures.Add); RightStructures.Structures.ForEach(Structures.Add); }
public CollisionResolver(GameWorld world) { Debug.Assert(world != null); World = world; }