public Scene(bool privateLibraries) { this.privateLibraries = privateLibraries; entityList = new List <Systems.Entity>(); physics = new Systems.Physics(); if (privateLibraries) { textureLibrary = new Libraries.TextureLibrary(); Libraries.TextureLibrary.AddLibrary(textureLibrary); spriteLibrary = new Libraries.SpriteLibrary(textureLibrary); Libraries.SpriteLibrary.AddLibrary(spriteLibrary); } else { textureLibrary = GlobalServices.GlobalTextures; spriteLibrary = GlobalServices.GlobalSprites; } methodQueue = new List <MethodQueueItem>(); //GlobalServices.TextHandler.Stop(); }
public TestScene(TopLevel.Game1 g, SpriteBatch sb) : base(g, sb) { transforms = RegisterComponentList <Components.Transform>(); bodies = RegisterComponentList <Components.Body>(); behaviors = RegisterComponentList <Components.Behavior>(); avatars = RegisterComponentList <Components.Avatar>(); behavior = new Systems.Behavior( behaviors, bodies, componentListIndices[typeof(Components.Body)], avatars, componentListIndices[typeof(Components.Avatar)]); physics = new Systems.Physics( transforms, componentListIndices[typeof(Components.Transform)], bodies, componentListIndices[typeof(Components.Body)]); renderer = new Systems.Renderer( avatars, transforms, componentListIndices[typeof(Components.Transform)]); Prefabs.Vivo.Create(this, transforms, bodies, behaviors, avatars); Random random = new Random(); for (ushort i = 0; i < 500; i++) { if (random.NextDouble() > 0.5) { Prefabs.Kirk.Create(this, transforms, bodies, behaviors, avatars, random, W, H); } else { Prefabs.Bolinha.Create(this, transforms, bodies, behaviors, avatars, random, W, H); } } }