Exemple #1
0
 public Game(int gameId)
 {
     this.GameId = gameId;
     this._objects = new Dictionary<uint, DynamicObject>();
     this._worlds = new Dictionary<int, World>();
     this._worldGenerator = new WorldGenerator(this);
     this.StartWorldSNO = 71150; // FIXME: This must be set according to the game settings (start quest/act). Better yet, track the player's save point and toss this stuff
 }
Exemple #2
0
        public Game(int gameId)
        {
            this.GameId = gameId;
            this._objects = new ConcurrentDictionary<uint, DynamicObject>();
            this._worlds = new ConcurrentDictionary<int, World>();
            this._worldGenerator = new WorldGenerator(this);
            this.StartWorldSNO = 71150; // FIXME: This must be set according to the game settings (start quest/act). Better yet, track the player's save point and toss this stuff

            var loopThread=new Thread(Update) { IsBackground = true };
            loopThread.Start();
        }
Exemple #3
0
        public Game(int gameId)
        {
            this.GameId = gameId;
            this._objects = new Dictionary<uint, DynamicObject>();
            this._worlds = new Dictionary<int, World>();
            this.WorldGenerator = new WorldGenerator(this);
            this.PowerManager = new PowerManager(this);
            // FIXME: This must be set according to the game settings (start quest/act). Better yet, track the player's save point and toss this stuff
            this.StartWorldSNO = 71150;

            //Quick implementation of gametick
            _tickThread = new Thread(() => _tickThread_Run());
            _tickThread.Start();
        }