Esempio n. 1
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        public static World Generate()
        {
            World world = new World();
            WorldGenerator.CreateEntities(world);
            world.Initialize();

            return world;
        }
Esempio n. 2
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        // ookaayy... world isn't used... but I won't remove it since it's strange if the renderer doesnt take any parameters :D :D
        public MapRenderer(World world)
        {
            _color = Color.LightGray;

            // create sprite effect that is either None, Horizontal, Vertical or Both
            _spriteEffects = Global.Random.NextBoolean() ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
            _spriteEffects = Global.Random.NextBoolean() ? _spriteEffects | SpriteEffects.FlipVertically : _spriteEffects;
        }
Esempio n. 3
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        public WorldRenderer(World world)
        {
            _world = world;
            _mapRenderer = new MapRenderer(world);
            _playerRenderer = new PlayerRenderer(_world.EntityWorld);
            _zombieRenderer = new ZombieRenderer(_world.EntityWorld);
            _bulletRenderer = new BulletRenderer(_world.EntityWorld);
            _dropRenderer = new DropRenderer(_world.EntityWorld);
            _weaponRenderer = new WeaponRenderer(_world.EntityWorld);
            _particleEffectRenderer = new ParticleEffectRenderer(_world.EntityWorld, _world.ParticleEngine);

            _boosterStateRenderer = new BoosterStateRenderer(_world.EntityWorld);
            _achievementRenderer = new AchievementRenderer(_world.EntityWorld);
            _virtualThumbStickRenderer = new VirtualThumbStickRenderer(_world.EntityWorld);
            _dropArrowRenderer = new DropArrowRenderer(_world.EntityWorld);
        }
Esempio n. 4
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 private static void CreateEntities(World world)
 {
     world.EntityWorld.CreateEntityFromPrefab<PlayerPrefab>(EntityNames.Player, SkypieaConstants.MapSizeInPixels / 2f);
 }
Esempio n. 5
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 private Level(World world)
 {
     _world = world;
     _world.EntityWorld.SubscribeToMessage<GameOverMessage>(this.OnGameOver);
 }