public ObjectManager(GameState _game_state)
        {
            game_state = _game_state;
            obj_hash = new objectType[NUM_OBJECTS];
            item_hash = new itemType[NUM_OBJECTS];

            for (int i = 0; i < NUM_OBJECTS; ++i)
            {
                if ((i >= 63 && i <= 67) || (i >= 81 && i <= 84)) //Object ids on the sheet
                {
                    obj_hash[i] = objectType.ITEM;
                }
                else if (i >= 70 && i <= 80)
                {
                    obj_hash[i] = objectType.SPAWN;
                }
                else
                {
                    obj_hash[i] = objectType.SCENERY;
                }

                item_hash[i] = itemType.NONE;
            }

            item_hash[65] = itemType.SWORD;

            item_hash[63] = itemType.LASER;

            item_hash[66] = itemType.ATT_BOOST;

            item_hash[67] = itemType.DEF_BOOST;

            item_hash[83] = itemType.KEY;
        }
 public CollisionEngine(GameState _game_state)
 {
     game_state = _game_state;
     unique_id = 0;
     all_objects = new List<ColToken>();
     marked_objects = new List<ColToken>();
 }
        public MonsterEngine(GameState _game_state)
        {
            game_state = _game_state;
            monsters = new List<Enemy>();

            LoadDecisionMatrix();
        }
        List<Effect> to_draw; // which effect

        #endregion Fields

        #region Constructors

        public EffectsEngine(GameState _game_state)
        {
            game_state = _game_state;
            all_effects = new List<Effect>();
            to_draw = new List<Effect>();
            sounds = new SoundEffect[(int)soundType.NUM_S_TYPES];
            expls = new Sprite[(int)explosionType.NUM_E_TYPES];
        }
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        public PathFind(GameState _game_state)
        {
            // Node t = open_list.Max(nodey => nodey);
            game_state = _game_state;

            back_layer = game_state.tile_engine.getCurrentMap().getLayer(LayerType.BACKGROUND);

            int tile_dim_x = game_state.tile_engine.getCurrentMap().getWidth();
            int tile_dim_y = game_state.tile_engine.getCurrentMap().getHeight();

            which_list = new WhichList[tile_dim_x, tile_dim_y];
            closed_list = new Node[tile_dim_x, tile_dim_y];

            for (int i = 0; i < tile_dim_x; ++i)
            {
                for (int j = 0; j < tile_dim_y; ++j)
                {
                    WhichList item = which_list[i, j];
                    item = WhichList.NONE;
                }
            }
        }
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        //*****************************************************//
        public GameEngine(TimeExpired t, GameOver g)
        {
            backpackmenu = new Backpack();
            timex = t;
            gameOver = g;

            character_sprite = new Sprite[(int)weaponType.GRENADE];
            character_sprite[(int)weaponType.NONE] = new Sprite();
            character_sprite[(int)weaponType.SWORD] = new Sprite();
            character_sprite[(int)weaponType.LASER] = new Sprite();

            monster_texture = new Texture2D[(int)enemyType.NUM_ENEM];

            bullet_sprite = new Sprite();
            sword_sprite = new Sprite();

            game_state = new GameState();
            game_state.local_player = new Player(33, 0, 32, 36);
            game_state.monster_engine = new MonsterEngine(game_state);
            game_state.coll_engine = new CollisionEngine(game_state);
            game_state.fx_engine = new EffectsEngine(game_state);
            game_state.obj_mang = new ObjectManager(game_state);
            //instantiate each type of object, respectively

            game_state.local_player.col_tok = game_state.coll_engine.register_object(game_state.local_player, ColType.PLAYER);
        }
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        //*****************************************************//
        public GameEngine(TimeExpired t, GameOver g)
        {
            backpackmenu = new Backpack();
            timex = t;
            gameOver = g;

            character_sprite = new Sprite[(int)weaponType.GRENADE];
            character_sprite[(int)weaponType.NONE] = new Sprite();
            character_sprite[(int)weaponType.SWORD] = new Sprite();
            character_sprite[(int)weaponType.LASER] = new Sprite();

            monster_texture = new Texture2D[(int)enemyType.NUM_ENEM];

            bullet_sprite = new Sprite();
            sword_sprite = new Sprite();

            game_state = new GameState();
            game_state.local_player = new Player(33, 0, 32, 36);
            //game_state.local_player.setWeapon(weaponType.SWORD);
            game_state.monster_engine = new MonsterEngine(game_state);
            game_state.coll_engine = new CollisionEngine(game_state);
            game_state.fx_engine = new EffectsEngine(game_state);
            game_state.obj_mang = new ObjectManager(game_state);

            game_state.local_player.col_tok = game_state.coll_engine.register_object(game_state.local_player, ColType.PLAYER);

            //Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            //TargetElapsedTime = TimeSpan.FromTicks(333333);
        }
 public BulletEngine(GameState _game_state)
 {
     game_state = _game_state;
     bullets = new List<Bullet>();
 }