public frmMaler() { InitializeComponent(); engine = GraphicsEngine.GetInstance(); engine.WorkingBitmapChanged += WorkingBitmapChanged_Event; engine.StableBitmapChanged += StableBitmapChanged_Event; }
static public void RegisterGraphcisEngine(this IGraphicsEngine engine) { if (engine != null && _registeredGraphicsEngines.Where(e => e.EngineName == engine.EngineName).Count() == 0) { _registeredGraphicsEngines.Add(engine); } }
protected BaseGameEngine(IMessageBus bus, IGraphicsEngine graphics, ILevel level, ITimer timer, IGameObjectFactory gameObjectFactory) { _graphics = graphics; _timer = timer; _gameObjectFactory = gameObjectFactory; Bus = bus; Level = level; _timer.Ticks.Subscribe(Update); }
public GameEngine(IObservableTimer timer, IMessageBus bus, IGameObjectFactory factory, IGraphicsEngine graphics, IAudioEngine audio, IPhysicsEngine physics) { Timer = timer; Bus = bus; Graphics = graphics; Audio = audio; Physics = physics; Factory = factory; Bus.Add(new DebugMessage(Timer.LastTickTime, "Initialising Engines")); Bus.OfType<ExitGameRequest>().Subscribe(m => Stop()); Timer.Subscribe(Update); Timer.SubSample(5).Subscribe(t => bus.SendAll()); Running = false; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { //// Create a new SpriteBatch, which can be used to draw textures. this.spriteBatch = new SpriteBatch(this.GraphicsDevice); //// this.graphicsEngine = new GraphicsEngine(this.spriteBatch); this.controller = new ControllerUserInput(); ITextureHandler textureHandler = new TextureHandler(this.Content); IPaintInterface painter = new PaintBrush(textureHandler, this.graphicsEngine); this.engine = new Engine(this.controller, painter); //// this.gameLoader = new GameLoader(new UnitOfWork(), this.engine); this.consoleHandler = new ConsoleHandler(this.console, this.gameLoader); }
//--------------------------------------------------------------- #endregion //--------------------------------------------------------------- //--------------------------------------------------------------- #region Initialisation //--------------------------------------------------------------- private GraphicsEngine(IGraphicsEngine engine) { this.engine = engine; this.device = Devices[0]; }
/* public TestGameEngine() : base(new AsyncObservableTimer(), new MessageBus(), new TestFactory(), new TestGraphics(), new TestAudio(), new TestPhysics()) { Bus.OfType<GraphicsReady>().Subscribe(Start); } private void Start(GraphicsReady m) { Bus.Add(new DebugMessage(Timer.LastTickTime, "Starting Game")); for (int y = 0; y < 2; y++) for (int x = 0; x < 3; x++) { Bus.Add(new GameObjectRequest(m.TimeSent, new TestGameObject(Bus), new Vect3(3 * x, 3 * y , 0))); } var testGameObject = new TestGameObject(Bus); Bus.Add(new GameObjectRequest(m.TimeSent, testGameObject, new Vect3(-11, -1, 0))); Bus.Add(new SetVelocity(Timer.LastTickTime, testGameObject, new Vect3(3, 0, 0))); } * */ public TestGameEngine(IObservableTimer timer, IMessageBus bus, IGameObjectFactory factory, IGraphicsEngine graphics, IAudioEngine audio, IPhysicsEngine physics) : base(timer, bus, factory, graphics, audio, physics) { }
public PaintBrush(ITextureHandler textureHandler, IGraphicsEngine graphicsEngine) { this.textureHandler = textureHandler; this.graphicsEngine = graphicsEngine; }
public TestGameEngine(IMessageBus bus, IGraphicsEngine graphics, ILevel level, ITimer timer, IGameObjectFactory gameObjectFactory) : base(bus, graphics, level, timer, gameObjectFactory) { }