public LuigiPhysics(Luigi m, LuigiState s) { myLuigi = m; State = s; xVelocity = 0; yVelocity = Constants.luigiFallingSpeed; jumpCount = 0; verticalDirection = VerticalMovingDirection.Falling; horizontalDirection = HorizontalMovingDirection.None; bounceCounter = 0; hitCeiling = false; hitGround = true; }
// constructor public Luigi(int x, int y, Camera cam, SoundEffects s, IList<IProjectile> projectiles) { camera = cam; xPosition = x; yPosition = y; State = new LuigiState(this, cam); Physics = new LuigiPhysics(this, State); itemCollision = new LuigiItemCollision(this); enemyCollision = new LuigiEnemyCollision(this); blockCollision = new LuigiBlockCollision(this); sound = s; enemyKillSequence = false; enemyKilled = false; projectileList = projectiles; }