public LaserRenderer(GDGameScreen scrn, LaserNetwork nw, LevelBlueprint bp) : base(scrn, GDConstants.ORDER_GAME_LASER) { _network = nw; Position = new FPoint(bp.LevelWidth / 2f, bp.LevelHeight / 2f); DrawingBoundingBox = new FSize(bp.LevelWidth, bp.LevelHeight); }
public LaserSource(LaserNetwork owner, FPoint position, Fraction fracNeutral, ILaserCannon userData, RayType t) { Owner = owner; Position = position; Type = t; LaserActive = false; LaserPowered = false; LaserFraction = fracNeutral; LaserRotation = 0f; UserData = userData; }
protected GDGameScreen(MainGame game, GraphicsDeviceManager gdm, LevelBlueprint bp, FractionDifficulty diff, bool prev, bool netw, bool slow) : base(game, gdm) { Blueprint = bp; Difficulty = diff; IsPreview = prev; IsNetwork = netw; _superslow = slow; LaserNetwork = new LaserNetwork.LaserNetwork(GetPhysicsWorld(), this, (GameWrapMode)bp.WrapMode); Initialize(); }