public TankContrSinTur ( GameObjInfo objInfo, Sprite[] collideSprites, Vector2 initialPos, float initialRota, float maxForwardSpeed, float maxBackwardSpeed, float maxTurnAngleSpeed, float maxTurretAngleSpeed, float maxRaderAngleSpeed, float fireCDTime ) : base( objInfo, initialPos, Vector2.Zero, initialRota, 0f, collideSprites ) { this.collideSprites = collideSprites; limit = new TankLimitSinTur( maxForwardSpeed, maxBackwardSpeed, maxTurnAngleSpeed, maxTurretAngleSpeed, maxRaderAngleSpeed ); this.fireCDTime = fireCDTime; }
public NonInertiasColUpdater( GameObjInfo objInfo, Sprite[] collideSprites ) : base( objInfo ) { this.collideSprites = collideSprites; colMethod = new SpriteColMethod( collideSprites ); }
public NonInertiasColUpdater( GameObjInfo objInfo, Vector2 pos, Vector2 vel, float azi, float angVel, Sprite[] collideSprites ) : base( objInfo, pos, vel, azi, angVel ) { this.collideSprites = collideSprites; colMethod = new SpriteColMethod( collideSprites ); }
/// <summary> /// /// </summary> /// <param name="colSprites">用于冲突检测的精灵</param> public SpriteColMethod ( Sprite[] colSprites ) { this.colSprites = colSprites; }