public PlayerControllerSystem(World world) : base(world) { ecsContext = world; horizontalAxis = new VirtualIntegerAxis(); horizontalAxis.AddKeyboardKeys(VirtualInput.OverlapBehavior.CancelOut, Keys.A, Keys.D); verticalAxis = new VirtualIntegerAxis(); verticalAxis.AddKeyboardKeys(VirtualInput.OverlapBehavior.CancelOut, Keys.S, Keys.W); shootButton = new VirtualButton(); shootButton.AddMouseLeftButton(); }
#pragma warning restore CS8618 protected override void Initialize() { // TODO: Add your initialization logic here _gameWorld = new GameWorld(); _player = _gameWorld.CreateEntity(); _object = _gameWorld.CreateEntity(); _physicalWorld = new PhysicalWorld(); _physicalWorld.Gravity = Vector2.Zero; _resolutionIndependence = new ResolutionIndependentRenderer(this); _camera = new Camera2D(_resolutionIndependence); InitializeResolutionIndependence(_graphics.GraphicsDevice.Viewport.Width, _graphics.GraphicsDevice.Viewport.Height); base.Initialize(); }
public static void Init() { World = new ECSWorld(); Entities = new Dictionary <DefaultEcs.Entity, Entity>(); }
public PlayerBodyGenerator(FarseerPhysics.Dynamics.World physicsWorld, DefaultEcs.World world) : base(physicsWorld, world) { }
public TriggerResolveSystem(World world) { ecsContext = world; ecsContext.Subscribe(this); collisions = new ConcurrentQueue <ICollision>(); }
public ConstructBodyGenerator(FarseerPhysics.Dynamics.World physicsWorld, DefaultEcs.World world) : base(physicsWorld, world) { }