/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); FontManager.Instance.LoadFonts(this); var spriteSheet = Content.Load <Texture2D>("Textures/spritesheet"); TextureManager = new TextureManager(spriteSheet, 32, 32); World = new World(); var player = World.EntityManager.CreateEntity(); FactoryEntity.CreatePlayer(player); for (int i = 0; i < 10; i++) { var ennemy = World.EntityManager.CreateEntity(); FactoryEntity.CreateEnnemy3(ennemy, 100 + (i * 38), 100, Color.White); ennemy = World.EntityManager.CreateEntity(); FactoryEntity.CreateEnnemy1(ennemy, 100 + (i * 38), 125, Color.White); ennemy = World.EntityManager.CreateEntity(); FactoryEntity.CreateEnnemy1(ennemy, 100 + (i * 38), 150, Color.White); ennemy = World.EntityManager.CreateEntity(); FactoryEntity.CreateEnnemy2(ennemy, 100 + (i * 38), 175, Color.White); ennemy = World.EntityManager.CreateEntity(); FactoryEntity.CreateEnnemy2(ennemy, 100 + (i * 38), 200, Color.White); } //var soucoupe = World.EntityManager.CreateEntity(); //FactoryEntity.CreateEnnemy4(soucoupe, 30, 20, Color.Red); World.SystemManager.AddSystem(new InputSystem()); World.SystemManager.AddSystem(new DrawEntitySystem()); World.SystemManager.AddSystem(new DrawEntityDeathSystem()); World.SystemManager.AddSystem(new MoveToSystem()); World.SystemManager.AddSystem(new MoveEnemiesSystem()); World.SystemManager.AddSystem(new ShootPlayerSystem()); World.SystemManager.AddSystem(new ShootEnemiesSystem()); World.SystemManager.AddSystem(new MoveShootsSystem()); World.SystemManager.AddSystem(new CollisionShootSystem()); World.SystemManager.AddSystem(new EndGameSystem()); _stopwatch = new Stopwatch(); _stopwatch.Start(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new MySpriteBatch(GraphicsDevice); Utils.FontManager.Instance.LoadFonts(this); EmptyKeys.UserInterface.FontManager.DefaultFont = Engine.Instance.Renderer.CreateFont(Utils.FontManager.Instance.GetFont(FontEnum.ARIAL_16)); Viewport viewport = GraphicsDevice.Viewport; _basicUI = new EmptyKeys.UserInterface.Generated.BasicUI(); _viewModel = new BasicUIViewModel(); _basicUI.DataContext = _viewModel; EmptyKeys.UserInterface.FontManager.Instance.LoadFonts(Content, "Fonts/"); ImageManager.Instance.LoadImages(Content); SoundManager.Instance.LoadSounds(Content); var spriteSheet = Content.Load <Texture2D>("Textures/spritesheet"); TextureManager = new TextureManager(spriteSheet, 32, 32); Lua = new LuaInterpreter(); _threadLua = new Thread( new ThreadStart(ConsoleThread)); _threadLua.Start(); World = new World(); var drawSystem = new DrawEntitySystem( 1, new List <Type>() { typeof(SpriteComponent), typeof(TransformComponent) }, World ); var random = new Random(); var player = World.CreateGameObject(); FactoryEntity.CreatePlayer(World, player); var bomb = World.CreateGameObject(); FactoryEntity.CreateBomb(World, bomb, 6, 1); var map = new int[MapWidth * MapHeight] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 2, 0, 2, 0, 2, 0, 1, 0, 0, 1, 2, 0, 2, 0, 2, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; for (var i = 0; i < map.Length; i++) { var e = World.CreateGameObject(); var value = map[i]; switch (value) { case 0: FactoryEntity.CreateHardWall(World, e, i % MapWidth, i / MapHeight); break; case 2: FactoryEntity.CreateSoftWall(World, e, i % MapWidth, i / MapHeight); break; } } World.SystemManager.AddSystem(new UpdateSpriteSystem(0, new List <Type>() { typeof(SpriteComponent), typeof(SpriteAnimationComponent) }, World)); World.SystemManager.AddSystem(new UpdateInputSystem(0, new List <Type>() { typeof(TypeEntityComponent), typeof(TransformComponent), typeof(InputComponent) }, World)); World.SystemManager.AddSystem(new DrawFloorSystem(0, null, World)); World.SystemManager.AddSystem(drawSystem); _stopwatch = new Stopwatch(); _stopwatch.Start(); }