public PhysicsRopeSection(float xpos, float ypos, PhysicsRope r) : base(xpos, ypos) { this.tempPos = this.position; this.collisionSize = new Vec2(4f, 4f); this.collisionOffset = new Vec2(-2f, -2f); this.weight = 0.1f; this.updatePhysics = false; this.rope = r; }
public PhysicsChain(float xpos, float ypos, PhysicsRope next = null) : base(xpos, ypos) { this.chain = true; this._vine = (Sprite) new SpriteMap("chain", 16, 16); this.graphic = this._vine; this.center = new Vec2(8f, 8f); this._vineEnd = new Sprite("chainStretchEnd"); this._vineEnd.center = new Vec2(8f, 0.0f); this.collisionOffset = new Vec2(-5f, -4f); this.collisionSize = new Vec2(11f, 7f); this.graphic = this._vine; this._beam = new Sprite("chainStretch"); this._editorName = "Chain"; }