//private SpriteBatch spriteBatch; public Scene(SpriteBatch spriteBatch, ContentManager content, Vector2 screenSize, Game1 game) { entities = new List <Entity>(); entitiesID = new Dictionary <int, Entity>(); deadEntities = new List <Entity>(); players = new List <Player>(); localPlayers = new List <Player>(); enemies = new List <BaseEnemy>(); worldObjects = new List <WorldObject>(); cargos = new List <Cargo>(); activeAbilities = new List <ActiveAbility>(); camera = new Camera(spriteBatch, screenSize, cargos, players, enemies, worldObjects, activeAbilities); this.game = game; networkThread = game.networkThread; //SoundCollection.Instance.LoadSounds(content); //textureCollection = new TextureCollection(content); //TextureCollection.Instance.loadTextures(content); collisionCheck = new CollisionCheck(cargos, players, enemies, worldObjects, activeAbilities); worldObjectHandling = new WorldObjectHandling(this, worldObjects); tilemap = new Tilemap(1, content); //enemyAI = new EnemyAI(tilemap, enemies, cargo); enemyAI = new EnemyAI(worldObjects, enemies, cargos); this.content = content; }
public void Reset() { entities = new List <Entity>(); entitiesID = new Dictionary <int, Entity>(); deadEntities = new List <Entity>(); players = new List <Player>(); enemies = new List <BaseEnemy>(); worldObjects = new List <WorldObject>(); cargos = new List <Cargo>(); activeAbilities = new List <ActiveAbility>(); collisionCheck = new CollisionCheck(cargos, players, enemies, worldObjects, activeAbilities); camera.Reset(cargos, players, enemies, worldObjects, activeAbilities); if (!StateMachine.Instance.networkGame || networkThread.isMainClient) { worldObjectHandling = new WorldObjectHandling(this, worldObjects); } tilemap = new Tilemap(1, content); //enemyAI = new EnemyAI(tilemap, enemies, cargo); enemyAI = new EnemyAI(worldObjects, enemies, cargos); }