private EntityGame(Game game, GraphicsDeviceManager g, SpriteBatch spriteBatch, Rectangle viewport) { Game = game; Game.Exiting += (sender, args) => Exit(); SpriteBatch = spriteBatch; Viewport = viewport; Assets.LoadConent(game); //Inject debug info into active state StateChanged += state => LastID = 1; StateChanged += state => _debugInfo = new DebugInfo(state, "DebugInfo"); StateChanged += state => ActiveCamera = new Camera(state, "EntityEngineDefaultCamera"); Log = new Log(); Process p = Process.GetCurrentProcess(); _ramCounter = new PerformanceCounter("Process", "Working Set", p.ProcessName); _cpuCounter = new PerformanceCounter("Process", "% Processor Time", p.ProcessName); MakeWindow(g, viewport); }
private EntityGame(Game game, SpriteBatch spriteBatch) { Game = game; Game.Exiting += (sender, args) => Exit(); SpriteBatch = spriteBatch; Assets.LoadConent(game); //Inject debug info into active state StateChanged += state => LastID = 1; StateChanged += state => _debugInfo = new DebugInfo(state, "DebugInfo"); StateChanged += state => ActiveCamera = new Camera(state, "EntityEngineDefaultCamera"); Log = new Log(); //Start counters Process p = Process.GetCurrentProcess(); _ramCounter = new PerformanceCounter("Process", "Working Set", p.ProcessName); _cpuCounter = new PerformanceCounter("Process", "% Processor Time", p.ProcessName); }