/// <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() { // TODO: Add your initialization logic here // INITIALISE the EntityManager variable _entityMgr = new EntityManager(); // INITIALISE the SceneManager variable _sceneMgr = new SceneManager(); // INITIALISE the CollisionManager variable // PASSING IN reference to the SceneMgr.SceneEntitiesDelegate method // as well a new QuadTree whos position is set to 0,0 and width and height is the screen width and height _collisionMgr = new CollisionManager(_sceneMgr.SceneEntitiesDelegate, _sceneMgr.StaticEntitiesDelegate, new QuadTree <IShape>(new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), 1)); // INITIALISE the MindManager variable _mindMgr = new MindManager(); // INITIALISE the InputManager variable _inputMgr = new InputManager(PauseGameState); // INITIALISE the level to the first level // FUTURE IMPROVEMENT ------ possibly in the future make the level selectable _levelX = new SplashScreen(); // CALL to InjectManagers into the level selected (_levelX as IManagerInject).InjectManagers(_entityMgr, _collisionMgr, _inputMgr, _sceneMgr, _mindMgr, Content); // Give the splash screen a rectangle (_levelX as SplashScreen).TitleArea = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); // CALL to Initialise the current level _levelX.Initialise(); base.Initialize(); }
/// <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() { // TODO: Add your initialization logic here // set ScreenHeight ScreenHeight = GraphicsDevice.Viewport.Height; // set ScreenWidth ScreenWidth = GraphicsDevice.Viewport.Width; // set cameraPos cameraPos = new Vector3(ScreenWidth / 2, 0, 0); // initialise a new sceneGraph sceneGraph = new SceneGraph(); // initialise a new sceneManager sceneManager = new SceneManager(sceneGraph); // initialise a new collisionManager collisionManager = new CollisionManager(sceneManager); // initialise a new inputManager inputManager = new InputManager(); // initialise a new aiComponontManager aiComponentManager = new AIComponentManager(inputManager); // initialise a new entityManager entityManager = new EntityManager(collisionManager, sceneGraph, aiComponentManager); // initialise a new engineDemo gameDemo = new GameDemo(); // run engineDemo initialise method gameDemo.Initialise(entityManager, sceneManager, collisionManager, aiComponentManager, inputManager, sceneGraph); // add input listeners to the engineDemo inputManager.AddListener(((IKeyboardListener)gameDemo).OnNewKeyboardInput); inputManager.AddListener(((IMouseListener)gameDemo).OnNewMouseInput); // set headerLoaction headerLocation = new Vector2(-ScreenWidth / 2, 0); // initialise base.Initialize(); }
public override void Initialize() { collisionManager = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager)); camera = (ICamera)Game.Services.GetService(typeof(ICamera)); base.Initialize(); }
#pragma warning restore 618 public void TestFixtureSetUp() { BossManager = MockRepository.GenerateStub <IBossManager>(); BulletManager = MockRepository.GenerateStub <IBulletManager>(); CollisionManager = MockRepository.GenerateStub <ICollisionManager>(); CommandManager = MockRepository.GenerateStub <ICommandManager>(); ConfigManager = MockRepository.GenerateStub <IConfigManager>(); ContentManager = MockRepository.GenerateStub <IContentManager>(); ControlManager = MockRepository.GenerateStub <IControlManager>(); DebugManager = MockRepository.GenerateStub <IDebugManager>(); DelayManager = MockRepository.GenerateStub <IDelayManager>(); DeviceManager = MockRepository.GenerateStub <IDeviceManager>(); EnemyManager = MockRepository.GenerateStub <IEnemyManager>(); EventManager = MockRepository.GenerateStub <IEventManager>(); ExplosionManager = MockRepository.GenerateStub <IExplosionManager>(); IconManager = MockRepository.GenerateStub <IIconManager>(); ImageManager = MockRepository.GenerateStub <IImageManager>(); InputManager = MockRepository.GenerateStub <IInputManager>(); LevelManager = MockRepository.GenerateStub <ILevelManager>(); MoverManager = MockRepository.GenerateStub <IMoverManager>(); RandomManager = MockRepository.GenerateStub <IRandomManager>(); RenderManager = MockRepository.GenerateStub <IRenderManager>(); ResolutionManager = MockRepository.GenerateStub <IResolutionManager>(); ScoreManager = MockRepository.GenerateStub <IScoreManager>(); ScreenManager = MockRepository.GenerateStub <IScreenManager>(); SoundManager = MockRepository.GenerateStub <ISoundManager>(); SpriteManager = MockRepository.GenerateStub <ISpriteManager>(); StateManager = MockRepository.GenerateStub <IStateManager>(); StopwatchManager = MockRepository.GenerateStub <IStopwatchManager>(); StorageManager = MockRepository.GenerateStub <IStorageManager>(); TextManager = MockRepository.GenerateStub <ITextManager>(); ThreadManager = MockRepository.GenerateStub <IThreadManager>(); FileManager = MockRepository.GenerateStub <IFileManager>(); Logger = MockRepository.GenerateStub <ILogger>(); }
#pragma warning restore 618 public void TestFixtureTearDown() { BossManager = null; BulletManager = null; CollisionManager = null; CommandManager = null; ConfigManager = null; ContentManager = null; ControlManager = null; DebugManager = null; DelayManager = null; DeviceManager = null; EnemyManager = null; EventManager = null; ExplosionManager = null; IconManager = null; ImageManager = null; InputManager = null; LevelManager = null; MoverManager = null; RandomManager = null; RenderManager = null; ResolutionManager = null; ScoreManager = null; ScreenManager = null; SoundManager = null; SpriteManager = null; StateManager = null; StopwatchManager = null; StorageManager = null; TextManager = null; ThreadManager = null; FileManager = null; Logger = null; }
public Game() { screen = new Screen { Width = ScreenWidth, Height = ScreenHeight }; levelManager = new LevelManager(); collisionManager = new CollisionManager(); screenCollisionManager = new ScreenCollisionManager(screen); randomGenerator = new RandomGenerator(); tailManager = new TailManager(); ballManager = new BallManager(); borderManager = new BorderManager(); padManager = new PadManager(screen); ballStateMachine = new BallStateMachine(this, screenCollisionManager, collisionManager, padManager, borderManager, levelManager); padManager.Add(Edge.Top); padManager.Add(Edge.Bottom); borderManager.Create(screen); foreach (var pad in padManager) { VerifyBorderCollision(pad); } IBall ball = new Ball(randomGenerator); ball.SetSize(15, 15); ballManager.Add(ball); }
/// <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() { // TODO: Add your initialization logic here // set ScreenHeight ScreenHeight = GraphicsDevice.Viewport.Height; // set ScreenWidth ScreenWidth = GraphicsDevice.Viewport.Width; // set cameraPos cameraPos = new Vector3(ScreenWidth / 2, 0, 0); // initialise a new sceneGraph sceneGraph = new SceneGraph(); // initialise a new sceneManager sceneManager = new SceneManager(sceneGraph); // initialise a new collisionManager collisionManager = new CollisionManager(sceneManager); // initialise a new inputManager inputManager = new InputManager(); // Initialise render manager _renderManager = new RenderManager(graphics, sceneManager, Content); // Initialise audio manager _audioManager = new SoundManager(Content); // initialise a new aiComponontManager aiComponentManager = new AIComponentManager(inputManager, _audioManager, sceneManager, Content); // initialise a new entityManager entityManager = new EntityManager(collisionManager, sceneGraph, aiComponentManager); // set headerLoaction backgroundLocation = new Vector2(-ScreenWidth / 2, 0); backgroundLocation2 = new Vector2(backgroundLocation.X + ScreenWidth + 1, 0); backgroundLocation3 = new Vector2(-ScreenWidth / 2, 0); backgroundLocation4 = new Vector2(-ScreenWidth / 2, 0); // initialise base.Initialize(); }
public LevelManager(IEventAggregator eventAggregator, ILevelFactory levelFactory, ICollisionManager collisionManager, IParticleManager particleManager, IDrawer drawer) { _eventAggregator = eventAggregator; _collisionManager = collisionManager; _particleManager = particleManager; _level = levelFactory.CreateLevel(); _drawer = drawer; }
public BorderCollisionCommand( IEnumerable <IBorder> borders, ICollisionManager collisionManager, BallCollisionState collisionState) { this.borders = borders; this.collisionManager = collisionManager; this.collisionState = collisionState; }
public ViewGeometry(List <ViewGeometry> collisionMap, ICollisionManager collisionManager) { Shapes = new List <Shape>(); ElementRelativePositioning = new Dictionary <string, Point>(); CollisionMap = collisionMap; Geometry = new MultiShape(new Vertex[0]); CollisionManager = collisionManager; PreviousCollisions = new List <ViewGeometry>(); CurrentCollisions = new List <ViewGeometry>(); }
public Level(string levelName, IPlayer player) { Blocks = new List <IBlock>(); Enemies = new List <IEnemy>(); Items = new List <IItem>(); Background = new List <IBackground>(); GutsManLevel = new LevelLoader(levelName); CollisionManager = new CollisionManager.CollisionManager(); Player = player; }
public override void Initialize() { base.Initialize(); collisionManager = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager)); camera = (ICamera)Game.Services.GetService(typeof(ICamera)); Vector3 vel = Vector3.Zero; vel.Z = MIN_VELOCITY + (float)Utility.Prng.NextDouble() * (MAX_VELOCITY - MIN_VELOCITY); Velocity = vel; }
public BallInGameState(Game game, IScreenCollisionManager screenCollisionManager, ICollisionManager collisionManager, IPadManager padManager, IBorderManager borderManager, ILevelManager levelManager) { this.game = game; this.screenCollisionManager = screenCollisionManager; this.collisionManager = collisionManager; this.padManager = padManager; this.borderManager = borderManager; this.levelManager = levelManager; collisionManagerForMoveReversion = new CollisionManager(); }
public TrixelParticleSystem(Game game, TrixelParticleSystem.Settings settings) : base(game) { this.settings = settings; this.DrawOrder = 10; this.PhysicsManager = ServiceHelper.Get<IPhysicsManager>(); this.CameraManager = ServiceHelper.Get<IGameCameraManager>(); this.GameState = ServiceHelper.Get<IGameStateManager>(); this.LightingPostProcess = ServiceHelper.Get<ILightingPostProcess>(); this.CollisionManager = ServiceHelper.Get<ICollisionManager>(); }
/// <summary> /// Constructor for the class EntityManager /// </summary> /// <param name="pCollisionManager"></param> /// <param name="pSceneGraph"></param> public EntityManager(ICollisionManager pCollisionManager, ISceneGraph pSceneGraph, IAIComponentManager pAIComponentManager) { // initialise entity list _entityList = new List <IEntity>(); // initialise collision manager _collisionManager = pCollisionManager; // initialuse AI component Manager _AIComponentManager = pAIComponentManager; // initialise the sceneGraph _sceneGraph = pSceneGraph; }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { tmapRenderer = (ITilemapRenderer)Game.Services.GetService(typeof(ITilemapRenderer)); score = (ScoreData)Game.Services.GetService(typeof(ScoreData)); collisions = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager)); sfx = (Dictionary<string, SoundEffect>)Game.Services.GetService(typeof(Dictionary<string, SoundEffect>)); Game.Services.AddService(typeof(IEscapeeManager), this); base.Initialize(); }
public TrixelParticleSystem(Game game, TrixelParticleSystem.Settings settings) : base(game) { this.settings = settings; this.DrawOrder = 10; this.PhysicsManager = ServiceHelper.Get <IPhysicsManager>(); this.CameraManager = ServiceHelper.Get <IGameCameraManager>(); this.GameState = ServiceHelper.Get <IGameStateManager>(); this.LightingPostProcess = ServiceHelper.Get <ILightingPostProcess>(); this.CollisionManager = ServiceHelper.Get <ICollisionManager>(); }
public BallStateMachine(Game game, IScreenCollisionManager screenCollisionManager, ICollisionManager collisionManager, IPadManager padManager, IBorderManager borderManager, ILevelManager levelManager) { ballInGameState = new BallInGameState(game, screenCollisionManager, collisionManager, padManager, borderManager, levelManager); ballInMenuState = new BallInMenuState(game, padManager); currentState = ballInMenuState; }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { collisions = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager)); camera = (GameCamera)Game.Services.GetService(typeof(GameCamera)); tmapRenderer = (ITilemapRenderer)Game.Services.GetService(typeof(ITilemapRenderer)); sfx = (Dictionary<string, SoundEffect>)Game.Services.GetService(typeof(Dictionary<string, SoundEffect>)); p.SetupGraphics(Game); collisions.AddEntity(p); base.Initialize(); }
public BrickCollisionCommand( ICollection <IBrick> bricks, ILevelManager levelManager, ITailManager tailManager, ICollisionManager collisionManager, BallCollisionState collisionState) { this.bricks = bricks; this.levelManager = levelManager; this.collisionManager = collisionManager; this.tailManager = tailManager; this.collisionState = collisionState; }
public PadCollisionCommand( IPadManager padManager, IBorderManager borderManager, IScreenCollisionManager screenCollisionManager, ICollisionManager collisionManager, BallCollisionState collisionState) { this.padManager = padManager; this.collisionManager = collisionManager; this.screenCollisionManager = screenCollisionManager; this.borderManager = borderManager; this.collisionState = collisionState; }
public GameEngine(int number) { GameConfig.Mouses = number; screen = new Screen { Width = ScreenWidth, Height = ScreenHeight }; ManagerScope = managerScopeFactory.Create(screen); levelManager = ManagerScope.Resolve <ILevelManager>(); ballManager = ManagerScope.Resolve <IBallManager>(); padManager = ManagerScope.Resolve <IPadManager>(); tailManager = ManagerScope.Resolve <ITailManager>(); borderManager = ManagerScope.Resolve <IBorderManager>(); collisionManager = ManagerScope.Resolve <ICollisionManager>(); screenCollisionManager = ManagerScope.Resolve <IScreenCollisionManager>(); borderCollisionManager = ManagerScope.Resolve <IBorderCollisionManager>(); FireBallCounter = new FireBallCounter(tailManager); ballStateMachine = new BallStateMachine( ManagerScope, Bricks, HitBrick, LostBall); ballBuilder = new BallBuilder( ballManager, tailManager, padManager, FastBallCounter.TimerHandler); ballExtraFeatureBuilder = new BallExtraFeatureBuilder( ballManager, tailManager, ballBuilder, FireBallCounter); levelBuilder = new LevelBuilder( screen, levelManager, padManager, borderManager, borderCollisionManager, ballBuilder, GameConfig, Bricks); }
public void Setup() { SetupNLog(); generatorMock = new Mock <IRandomGenerator>(); movementMock = new Mock <IMovement>(); levelManagerMock = new Mock <ILevelManager>(); ball = new Ball(generatorMock.Object, movementMock.Object); ball.SetSize(BallSize, BallSize); manager = new CollisionManager(); collisionState = new BallCollisionState(); }
public void Setup() { _collisionManager = IoCManager.Resolve <ICollisionManager>(); _circleA = new PhysShapeCircle { Radius = 0.5f }; _circleB = new PhysShapeCircle { Radius = 0.5f }; _polyA = new PolygonShape(); _polyB = new PolygonShape(); _polyA.SetAsBox(-0.5f, 0.5f); _polyB.SetAsBox(-0.5f, 0.5f); }
public SpaceInvadersGameScreen(Game i_Game, int i_PlayersNum) : base(i_Game) { this.IsModal = true; createGameComponents(); createPlayers(i_PlayersNum); m_PlayersNum = i_PlayersNum; m_LevelTransitionGameScreen = new LevelTransitionScreen(Game); m_PauseScreen = new PauseScreen(Game); m_GameOverScreen = new GameOverScreen(Game, Players); m_CollisionManager = new CollisionManager(i_Game, 10000); }
/// <summary> /// METHOD: InjectManagers, a method which injects the managers of the Engine into the level /// </summary> /// <param name="pEM"></param> /// <param name="pCM"></param> /// <param name="pIM"></param> /// <param name="pSM"></param> /// <param name="pMM"></param> public void InjectManagers(IEntityManager pEM, ICollisionManager pCM, IPublisher pIM, ISceneManager pSM, IMindManager pMM, ContentManager pCntnt) { _entityManager = pEM; _collisionManager = pCM; _inputManager = pIM; _sceneManager = pSM; _mindManager = pMM; _contentManager = pCntnt; }
/// <summary> /// /// </summary> private GameLoop() { this.gameStillRunning = true; this.sceneManager = null; this.sceneBrain = null; this.spawnerManager = null; this.updateRenderer = null; this.timerManager = null; this.collisionManager = null; gameLoopThread = new Thread(new ThreadStart(this.runLoop)); gameLoopThread.SetApartmentState(ApartmentState.STA); gameLoopThread.Name = "GameLoopThread"; gameLoopThread.IsBackground = true; //ensures that will be terminated on application close }
public PlacementManager(IResourceManager resourceManager, INetworkManager networkManager, ICollisionManager collisionManager, IPlayerManager playerManager) { ResourceManager = resourceManager; NetworkManager = networkManager; CollisionManager = collisionManager; PlayerManager = playerManager; Type type = typeof (PlacementMode); List<Assembly> assemblies = AppDomain.CurrentDomain.GetAssemblies().ToList(); List<Type> types = assemblies.SelectMany(t => t.GetTypes()).Where(p => type.IsAssignableFrom(p)).ToList(); _modeDictionary.Clear(); foreach (Type t in types) _modeDictionary.Add(t.Name, t); Clear(); }
public GameManager ( IButtonManager buttonManager, ICollisionManager collisionManager, IConfigManager configManager, IContentManager contentManager, IDeviceManager deviceManager, IImageManager imageManager, IInputManager inputManager, IQuestionManager questionManager, IRandomManager randomManager, IResolutionManager resolutionManager, IScoreManager scoreManager, IScreenManager screenManager, ISoundManager soundManager, ISpriteManager spriteManager, IStorageManager storageManager, ITextManager textManager, IThreadManager threadManager, IFileManager fileManager, ILogger logger ) { ButtonManager = buttonManager; CollisionManager = collisionManager; ConfigManager = configManager; ContentManager = contentManager; DeviceManager = deviceManager; ImageManager = imageManager; InputManager = inputManager; QuestionManager = questionManager; RandomManager = randomManager; ResolutionManager = resolutionManager; ScoreManager = scoreManager; ScreenManager = screenManager; SoundManager = soundManager; SpriteManager = spriteManager; StorageManager = storageManager; TextManager = textManager; ThreadManager = threadManager; FileManager = fileManager; Logger = logger; }
// method to initialise the class public void Initialise(IEntityManager pEntityManager, ISceneManager pSceneManager, ICollisionManager pCollisionManager, IAIComponentManager pAiComponentManager, IInputManager pInputManager, ISceneGraph pSceneGraph) { sceneGraph = pSceneGraph; collisionManager = pCollisionManager; entityManager = pEntityManager; sceneManager = pSceneManager; inputManager = pInputManager; aiComponentManager = pAiComponentManager; _platformSpawn = new List <Vector2>(); _platformSSpawn = new List <Vector2>(); _platformEndLSpawn = new List <Vector2>(); _platformEndRSpawn = new List <Vector2>(); _wallSpawn = new List <Vector2>(); _hostileSpawn = new List <Vector2>(); _sawSpawn = new List <Vector2>(); _goldSpawn = new List <Vector2>(); // Populate spawn arrays LoadLevel(); }
public PlacementManager(IResourceManager resourceManager, INetworkManager networkManager, ICollisionManager collisionManager, IPlayerManager playerManager) { ResourceManager = resourceManager; NetworkManager = networkManager; CollisionManager = collisionManager; PlayerManager = playerManager; Type type = typeof(PlacementMode); List <Assembly> assemblies = AppDomain.CurrentDomain.GetAssemblies().ToList(); List <Type> types = assemblies.SelectMany(t => t.GetTypes()).Where(p => type.IsAssignableFrom(p)).ToList(); _modeDictionary.Clear(); foreach (Type t in types) { _modeDictionary.Add(t.Name, t); } Clear(); }
public GameManager ( IAnimationManager animationManager, ICollisionManager collisionManager, IConfigManager configManager, IContentManager contentManager, IEnemysManager enemysManager, IInputManager inputManager, ILevelManager levelManager, IPlayerManager playerManager, IPhysicsManager physicsManager, IRandomManager randomManager, IResolutionManager resolutionManager, IScreenManager screenManager, ISoundManager soundManager, IScrollManager scrollManager, IStateManager stateManager, ITileManager tileManager, IFileManager fileManager, ILogger logger ) { AnimationManager = animationManager; CollisionManager = collisionManager; ConfigManager = configManager; ContentManager = contentManager; EnemysManager = enemysManager; InputManager = inputManager; LevelManager = levelManager; PlayerManager = playerManager; PhysicsManager = physicsManager; RandomManager = randomManager; ResolutionManager = resolutionManager; SoundManager = soundManager; ScreenManager = screenManager; ScrollManager = scrollManager; StateManager = stateManager; TileManager = tileManager; FileManager = fileManager; Logger = logger; }
#pragma warning restore 618 public void TestFixtureSetUp() { AnimationManager = MockRepository.GenerateStub <IAnimationManager>(); CollisionManager = MockRepository.GenerateStub <ICollisionManager>(); ConfigManager = MockRepository.GenerateStub <IConfigManager>(); ContentManager = MockRepository.GenerateStub <IContentManager>(); EnemysManager = MockRepository.GenerateStub <IEnemysManager>(); InputManager = MockRepository.GenerateStub <IInputManager>(); LevelManager = MockRepository.GenerateStub <ILevelManager>(); PlayerManager = MockRepository.GenerateStub <IPlayerManager>(); PhysicsManager = MockRepository.GenerateStub <IPhysicsManager>(); RandomManager = MockRepository.GenerateStub <IRandomManager>(); ResolutionManager = MockRepository.GenerateStub <IResolutionManager>(); ScreenManager = MockRepository.GenerateStub <IScreenManager>(); SoundManager = MockRepository.GenerateStub <ISoundManager>(); ScrollManager = MockRepository.GenerateStub <IScrollManager>(); StateManager = MockRepository.GenerateStub <IStateManager>(); TileManager = MockRepository.GenerateStub <ITileManager>(); FileManager = MockRepository.GenerateStub <IFileManager>(); Logger = MockRepository.GenerateStub <ILogger>(); }
#pragma warning restore 618 public void TestFixtureTearDown() { AnimationManager = null; CollisionManager = null; ConfigManager = null; ContentManager = null; EnemysManager = null; InputManager = null; LevelManager = null; PlayerManager = null; PhysicsManager = null; RandomManager = null; ResolutionManager = null; ScreenManager = null; SoundManager = null; ScrollManager = null; StateManager = null; TileManager = null; FileManager = null; Logger = null; }
#pragma warning restore 618 public void TestFixtureTearDown() { ButtonManager = null; CollisionManager = null; ConfigManager = null; ContentManager = null; DeviceManager = null; ImageManager = null; InputManager = null; QuestionManager = null; RandomManager = null; ResolutionManager = null; ScoreManager = null; ScreenManager = null; SoundManager = null; SpriteManager = null; StorageManager = null; TextManager = null; ThreadManager = null; FileManager = null; Logger = null; }
#pragma warning restore 618 public void TestFixtureSetUp() { ButtonManager = MockRepository.GenerateStub <IButtonManager>(); CollisionManager = MockRepository.GenerateStub <ICollisionManager>(); ConfigManager = MockRepository.GenerateStub <IConfigManager>(); ContentManager = MockRepository.GenerateStub <IContentManager>(); DeviceManager = MockRepository.GenerateStub <IDeviceManager>(); ImageManager = MockRepository.GenerateStub <IImageManager>(); InputManager = MockRepository.GenerateStub <IInputManager>(); QuestionManager = MockRepository.GenerateStub <IQuestionManager>(); RandomManager = MockRepository.GenerateStub <IRandomManager>(); ResolutionManager = MockRepository.GenerateStub <IResolutionManager>(); ScoreManager = MockRepository.GenerateStub <IScoreManager>(); ScreenManager = MockRepository.GenerateStub <IScreenManager>(); SoundManager = MockRepository.GenerateStub <ISoundManager>(); SpriteManager = MockRepository.GenerateStub <ISpriteManager>(); StorageManager = MockRepository.GenerateStub <IStorageManager>(); TextManager = MockRepository.GenerateStub <ITextManager>(); ThreadManager = MockRepository.GenerateStub <IThreadManager>(); FileManager = MockRepository.GenerateStub <IFileManager>(); Logger = MockRepository.GenerateStub <ILogger>(); }
public MapManager(IResourceManager resourceManager, ILightManager lightManager, ICollisionManager collisionManager) { _resourceManager = resourceManager; _lightManager = lightManager; _collisionManager = collisionManager; _mapHeight = 256; _mapWidth = 256; Init(); _cardinalList = new List <Vector2D> { new Vector2D(0, 0), new Vector2D(0, 1), new Vector2D(0, -1), new Vector2D(1, 0), new Vector2D(-1, 0), new Vector2D(1, 1), new Vector2D(-1, -1), new Vector2D(-1, 1), new Vector2D(1, -1) }; }
public MapManager(IResourceManager resourceManager, ILightManager lightManager, ICollisionManager collisionManager) { _resourceManager = resourceManager; _lightManager = lightManager; _collisionManager = collisionManager; _mapHeight = 256; _mapWidth = 256; Init(); _cardinalList = new List<Vector2D> { new Vector2D(0, 0), new Vector2D(0, 1), new Vector2D(0, -1), new Vector2D(1, 0), new Vector2D(-1, 0), new Vector2D(1, 1), new Vector2D(-1, -1), new Vector2D(-1, 1), new Vector2D(1, -1) }; }
private Game1() { graphics = new GraphicsDeviceManager(this); graphics.IsFullScreen = isFullScreen; if (isFullScreen) { Window.IsBorderless = true; Window.Position = new Point(0, 0); } mouseInput = new MouseInput(); Content.RootDirectory = "Content"; //Initialize all the services services = ServiceLocator.Instance; entityManager = services.StartService <EntityManager>(); collisionManager = services.StartService <CollisionManager>(); renderer = services.StartService <Renderer>(); componentMaster = services.StartService <ComponentMaster>(); services.StartService <SceneManager>(); services.StartService <ResourceManager>(); }
public override void Initialize() { camera = (ICamera)Game.Services.GetService(typeof(ICamera)); renderTargets = (IRenderTargets)Game.Services.GetService(typeof(IRenderTargets)); postprocessingManager = (IPostprocessingManager)Game.Services.GetService(typeof(IPostprocessingManager)); collisionManager = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager)); view = camera.View; projection = camera.Projection; for (int i = 0; i < particles.Count(); ++i) { particles[i] = new ParticleSystem(Game, Game.Content, "Laser"); particles[i].Initialize(); particleEmitter[i] = new ParticleEmitter(particles[i], 100, Position); } base.Initialize(); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { spriteBatch = (SpriteBatch)Game.Services.GetService(typeof(SpriteBatch)); collisionManager = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager)); camera = (GameCamera)Game.Services.GetService(typeof(GameCamera)); Game.Services.AddService(typeof(ITilemapRenderer), this); if (map != null) foreach (TaggedVector p in map.CollidableTiles) collisionManager.AddTile(p.Position, (Tile)p.Identifier); base.Initialize(); }
public override void Initialize() { BoundingBox2D.Position = Parent.Position; collisionManager = GameServiceManager.GetService<ICollisionManager>(); base.Initialize(); }
// Required function: initialize the velocity vector list for enemy formations and updates enemy positions as necessary public override void Initialize() { velocities.Add(Vector3.Right); collisionManager = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager)); beatDetector = (IBeatDetector)Game.Services.GetService(typeof(IBeatDetector)); for (int i = 0; i < enemies.Capacity; ++i) { Enemy enemy = Enemy.Create(Game, color); enemy.Position = startPoint; enemy.Reinitialize = true; collisionManager.AddEnemy(enemy); enemies.Add(enemy); } base.Initialize(); }
public override void Initialize() { collisionManager = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager)); camera = (ICamera)Game.Services.GetService(typeof(ICamera)); player = (IPlayer)Game.Services.GetService(typeof(IPlayer)); particleSystem = new ParticleSystem(Game, Game.Content, "ExplosionSettings"); particleSystem.Initialize(); particleSystem.On = false; particleEmitter = new ParticleEmitter(particleSystem, 100, position); base.Initialize(); }
/// <summary> /// Initialize collision manager, and registers itself as an ICollidable /// </summary> public override void Initialize() { base.Initialize(); m_CollisionManager = Game.Services.GetService(typeof(ICollisionManager)) as ICollisionManager; if (m_CollisionManager != null) { m_CollisionManager.AddObjectToMonitor(this); } }
/// <summary> /// /// </summary> /// <param name="collisionManager"></param> public void setCollisionManager(ICollisionManager collisionManager) { this.collisionManager = collisionManager; }