Example #1
0
        }                                           // Priority of the System.

        /// <summary>
        /// Create the System with the World as owning world.
        /// </summary>
        /// <param name="world">System's owner SubWorld.</param>
        public GameSystem(SubWorld world)
        {
            // Set up attributes.
            Priority   = 1;
            World      = world;
            BreakWorld = (BreakoutWorld)world;
        }
        // Create player system and accompanying components.
        private BallSystem CreateSystem()
        {
            SubWorld       world          = new BreakoutWorld(0);
            BallSystem     ballSystem     = new BallSystem(world);
            ColliderSystem colliderSystem = new ColliderSystem(world);

            world.AddSystem(new PowerUpSystem(world));
            world.AddSystem(colliderSystem);
            world.AddSystem(ballSystem);

            return(ballSystem);
        }
Example #3
0
        // Create brick system and accompanying components.
        public BrickSystem CreateBrickSystem()
        {
            BreakoutWorld world = new BreakoutWorld(0);

            world.AddSystem(new ColliderSystem(world));

            BrickSystem brickSystem = new BrickSystem(world);

            world.AddSystem(brickSystem);

            return(brickSystem);
        }
        // Create player system.
        private PlayerSystem CreateSystem()
        {
            SubWorld world = new BreakoutWorld(0);

            return(new PlayerSystem(world));
        }