public GroundRenderSystem(Camera camera, GraphicsDevice graphics) : base("Ground") { this.camera = camera; this.graphicsDevice = graphics; this.LineBatch = new LineBatch(graphicsDevice); }
/// <summary> /// Constructs a world with a specified gravity. /// </summary> /// <param name="gravity">The gravity of a world.</param> /// <param name="camera"> The camera which views the world.</param> /// <param name="spriteBatch">The spritebatch to which the world may render.</param> public World(Game Game, Vector2 gravity) : base(gravity) { this.Camera = new Camera(Game.GraphicsDevice); this.SpriteBatch = new SpriteBatch(Game.GraphicsDevice); this.BuildEvents(Game); Speed = 1; }
public RenderSystem(SpriteBatch spritebatch, Camera camera) : base(typeof(Sprite), typeof(ITransform)) { this.spriteBatch = spritebatch; this.camera = camera; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here brickTexture = Content.Load<Texture2D>("Brick"); playerTexture = Content.Load<Texture2D>("Player"); monsterTexture = Content.Load<Texture2D>("Monster"); bulletTexture = Content.Load<Texture2D>("Bullet"); player = new Player(playerTexture, bulletTexture, new Vector2(ScreenHelper.Viewport.Width / 2 - playerTexture.Width / 2, ScreenHelper.Viewport.Height - playerTexture.Height)); wall = new Wall(13, -1); camera = new Camera(GraphicsDevice); }
public DebugSystem(World world) : base(33) { this._Camera = world.Camera; this.Console = new DebugConsole(world); }
public EntityRemovalSystem(Camera camera) : base(typeof(ITransform)) { this.camera = camera; }