Esempio n. 1
0
        public override void LoadContent()
        {
            spriteBatch = new SpriteBatch(Game.GraphicsDevice);
            factory = new CometsGameObjectFactory(Game, SceneManager);

            SetMockTextures();

            SceneManager.AddSystem(new SpriteSystem(spriteBatch));
            SceneManager.AddSystem(new DebugDrawSystem(spriteBatch));

            var collisionSystem = new CollisionSystem();
            collisionSystem.Collision += OnCollision;

            SceneManager.AddSystem(collisionSystem);

            particles = new ParticleEmittersSystem(spriteBatch, collisionSystem);

            SceneManager.AddSystem(particles);
            SceneManager.AddSystem(new KeyboardMovementSystem());
            SceneManager.AddSystem(new RotationSystem());
            SceneManager.AddSystem(new GravitationSystem() { Gravitation = 600f, MaxFallSpeed = 600f });

            factory.CreateBackground();

            factory.CreatePaddle();

            bloodLevel = new BloodLevel(Game, 2.0f);

            SceneManager.GameObjects.Extend<CollisionComponent, DebugCollisionComponent>();

            base.LoadContent();
        }
        public ParticleEmittersSystem(SpriteBatch spriteBatch, CollisionSystem collisionSystem)
        {
            particles = new List<Particle>();
            random = new Random();

            this.spriteBatch = spriteBatch;

            collisionSystem.Collision += new EventHandler<CollisionEventArgs>(collisionSystem_Collision);
        }
Esempio n. 3
0
        public ParticleEmittersSystem(SpriteBatch spriteBatch, CollisionSystem collisionSystem)
        {
            particles = new List <Particle>();
            random    = new Random();

            this.spriteBatch = spriteBatch;

            collisionSystem.Collision += new EventHandler <CollisionEventArgs>(collisionSystem_Collision);
        }