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); } } }
public Scene(TopLevel.Game1 g, SpriteBatch sb) { game = g; spriteBatch = sb; componentListIndices = new Dictionary <Type, ushort>(); numComponents = 0; lastEntity = 0; }