public Game(IPhysicEngineFactory physicEngineFactory, IDebugger debugger) { Debugger = debugger; PhysicEngineFactory = physicEngineFactory; PhysicEngineProxy phyEngine = PhysicEngineFactory.Create(Debugger); mainScene = new Scene(phyEngine, Debugger); }
public GameSourceManager(PhysicEngineProxy physicEngine, IDebugger debugger) { serialSID = 0; GSList = new KeyedList <uint, GameSource>(); added = new List <GameSource>(); removed = new List <GameSource>(); temp_adding = new List <GameSource>(); temp_remove = new List <GameSource>(); temp_stateRefresh = new List <GameSource>(); PhysicEngine = physicEngine; Debugger = debugger; }
public Game(string name, IDebugger debugger) { GameId = idPool.NewID(); GameName = name; Debugger = debugger; physicEngine = new BulletEngine.BulletPhysicEngine(debugger); gameSourceManager = new GameSourceManager(this, physicEngine, debugger); mainScene = new Scene(gameSourceManager, debugger); peerGroup = new PeerGroup(FormmaterSerializer.GetInstance(), debugger); peerGroup.OperationCode = SimpleGameMetrics.OperationCode.Game; looper = new LogicLooper(60f); looper.OnUpdated += GameLoop; status = GameStatus.WaitToInitialize; }
public GameSourceManager(Game game, PhysicEngineProxy physicEngine, IDebugger debugger) { serialSID = 0; //GSList = new KeyedList<uint, GameSource>(); GSList = new AutoSortList <GameSource>(GameSource.CompareSID); GSAdapterList = new AutoSortList <GameSourceAdapter>(GameSourceAdapter.CompareSID); visitors = new List <IGSVisitor>(); added = new List <GameSource>(); removed = new List <GameSource>(); temp_adding = new List <GameSource>(); temp_removing = new List <GameSource>(); temp_stateUpdating = new List <GameSource>(); PhysicEngine = physicEngine; Debugger = debugger; this.game = game; }
public Scene(PhysicEngineProxy physicEngine, IDebugger debugger) { Debugger = debugger; PhysicEngine = physicEngine; GSManager = new GameSourceManager(PhysicEngine, Debugger); }