Esempio n. 1
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // Initialize the logger system
            DefaultLogger.Initialize(this, "../../../DefaultLog.txt");
            EntityIoLogger.Initialize("../../../IoLogfile.txt");

            // Give the IOC container a refence to the game.
            IocContainer.SetGameReference(this);

            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            // Resolve controllers
            _entityController     = IocContainer.Resolve <IEntityController>();
            _renderableController = IocContainer.Resolve <IRenderableController>();
            _aiController         = IocContainer.Resolve <IAiController>();
            _collidableController = IocContainer.Resolve <ICollidableController>();
            _playerController     = IocContainer.Resolve <IInteractiveController>();

            // Resolve messaging system
            _entityMessagingSystem = IocContainer.Resolve <IPriorityMessageQueue>();


            base.Initialize();
        }
Esempio n. 2
0
        internal MessageFactory(
            IPriorityMessageQueue messageQueue,
            IRenderableController renderableController,
            IAiController aiController,
            ICollidableController collidableController)
        {
            _messageQueue = messageQueue;

            _renderableController = renderableController;
            _aiController         = aiController;
            _collidableController = collidableController;
        }
Esempio n. 3
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        internal MessageFactory(
			IPriorityMessageQueue messageQueue, 
			IRenderableController renderableController, 
			IAiController aiController, 
			ICollidableController collidableController)
        {
            _messageQueue = messageQueue;

            _renderableController = renderableController;
            _aiController = aiController;
            _collidableController = collidableController;
        }
Esempio n. 4
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // Initialize the logger system
            DefaultLogger.Initialize(this, "../../../DefaultLog.txt");
            EntityIoLogger.Initialize("../../../IoLogfile.txt");

            // Give the IOC container a refence to the game.
            IocContainer.SetGameReference(this);

            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            // Resolve controllers
            _entityController = IocContainer.Resolve<IEntityController>();
            _renderableController = IocContainer.Resolve<IRenderableController>();
            _aiController = IocContainer.Resolve<IAiController>();
            _collidableController = IocContainer.Resolve<ICollidableController>();
            _playerController = IocContainer.Resolve<IInteractiveController>();

            // Resolve messaging system
            _entityMessagingSystem = IocContainer.Resolve<IPriorityMessageQueue>();

            base.Initialize();
        }
Esempio n. 5
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 internal ComponentFactory(IMessageFactory factory, IRenderableController rc, IInteractiveController pc)
 {
     _messageFactory       = factory;
     _renderableController = rc;
     _playerController     = pc;
 }