/// <summary> /// The MovableObject Constructor. only takes a set of Keys /// And gives the rest to the base constructor. /// </summary> /// <param name="keys">Four KeayBoard Keys.</param> /// <param name="c">Chracter</param> /// <param name="s">State</param> /// <param name="position"></param> /// <param name="color"></param> /// <param name="rotation"></param> /// <param name="scale"></param> /// <param name="effects"></param> /// <param name="layerDepth"></param> public MoveableObject(ControlsBasic keys, Character c, State s, Vector2 position, Color color, float rotation, float scale, SpriteEffects effects, float layerDepth) : base(c, s, position, color, rotation, scale, effects, layerDepth) { this.keys = keys; this.E = new PhysicsEngine(); }
/// <summary> /// The constructor for the Enemy. in addition to all the nececetys for a frame, /// It Tekes the Playe, So It Can Track Its Movment. /// </summary> /// <param name="player"></param> /// <param name="keys">A st of Keys so that the Ai can control the Enemy. </param> /// <param name="c"></param> /// <param name="s"></param> /// <param name="position"></param> /// <param name="color"></param> /// <param name="rotation"></param> /// <param name="scale"></param> /// <param name="effects"></param> /// <param name="layerDepth"></param> public AiEnemy(MoveableObject player, ControlsAi keys, Character c, State s, Vector2 position, Color color, float rotation, float scale, SpriteEffects effects, float layerDepth) : base(c, s, position, color, rotation, scale, effects, layerDepth) { this.Keys = keys; this.Player = player; }