public GameManager( GameSettings gameSettings, IInputHandler keyboardHandler, SocketManager socketManager, IGraphicsHandler graphics) { this.gameSettings = gameSettings; this.graphics = graphics; const int ticksPerSecond = 30; gameLoop = new GameLoop(5, ticksPerSecond); gameLoop.Update += Update; gameLoop.Render += Render; Map map = new Map(gameSettings.Map); world = new World(map); int countShip = 0; List <Bumpership> bumperships = gameSettings.Players.Take(world.Map.StartPositions.Count) .Select(p => CreateBumpership(p, keyboardHandler, socketManager, ref countShip)) .ToList(); world.AddShips(bumperships); }
public GenericModifier(ILayerHandler layerMan, IGraphicsHandler graphicsMan) { // Initialize the default modifier mapping _modifierActionMap = new Dictionary<ModifierType, ILayerModifier> { {ModifierType.BringToFront, new BringToFrontModifier(layerMan, graphicsMan)}, {ModifierType.SendToBack, new SendToBackModifier(layerMan, graphicsMan)}, {ModifierType.SendBackward, new SendBackwardModifier(layerMan, graphicsMan)} }; }
public GameManager( GameSettings gameSettings, IInputHandler keyboardHandler, SocketManager socketManager, IGraphicsHandler graphics) { this.gameSettings = gameSettings; this.graphics = graphics; const int ticksPerSecond = 30; gameLoop = new GameLoop(5, ticksPerSecond); gameLoop.Update += Update; gameLoop.Render += Render; Map map = new Map(gameSettings.Map); world = new World(map); int countShip = 0; List<Bumpership> bumperships = gameSettings.Players.Take(world.Map.StartPositions.Count) .Select(p => CreateBumpership(p, keyboardHandler, socketManager, ref countShip)) .ToList(); world.AddShips(bumperships); }
public SendToBackModifier(ILayerHandler manager, IGraphicsHandler graphics) : base(manager, graphics) { }
protected LayerModifierBase(ILayerHandler manager, IGraphicsHandler updater) { HandlerLayers = manager; HandlerGraphics = updater; }
public BringToFrontModifier(ILayerHandler manager, IGraphicsHandler graphics) : base(manager, graphics) { }