public Wall(ContentManager rootContent, SpriteBatch rootSpriteBatch, AABBPhysicsHandler physicsHandler, float X, float Y, float Width, float Height) { content = rootContent; spriteBatch = rootSpriteBatch; this.physicsHandler = physicsHandler; this.X = X; this.Y = Y; this.Height = Height; this.Width = Width; collisionType = CollisionType.wall; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here spriteBatch = new SpriteBatch(GraphicsDevice); Content.RootDirectory = "Content"; physicsHandler = new AABBPhysicsHandler(); player = new Player(Content, spriteBatch, physicsHandler); gameObjects = new List <GameObject>() { player }; walls = new List <Wall>(); player.SetWalls(walls); Wall wall1 = new Wall(Content, spriteBatch, physicsHandler, 40, 300, 700, 50); Wall wall2 = new Wall(Content, spriteBatch, physicsHandler, 160, 270, 290, 30); Wall wall3 = new Wall(Content, spriteBatch, physicsHandler, 470, 220, 90, 10); Wall wall4 = new Wall(Content, spriteBatch, physicsHandler, 300, 190, 100, 30); walls.Add(wall1); walls.Add(wall2); walls.Add(wall3); walls.Add(wall4); gameObjects.Add(wall1); gameObjects.Add(wall2); gameObjects.Add(wall3); gameObjects.Add(wall4); foreach (GameObject gameObject in gameObjects) { gameObject.Initialize(); } base.Initialize(); }
public Player(ContentManager rootContent, SpriteBatch rootSpriteBatch, AABBPhysicsHandler physicsHandler) { content = rootContent; spriteBatch = rootSpriteBatch; this.physicsHandler = physicsHandler; }