public void LoadContent() { _spriteBatch = new SpriteBatch(_graphics); _world = new StaticEntityWorld(_game.Services); var pp = _graphics.PresentationParameters; _camera = new DefaultCamera(null, new Viewport(0, 0, pp.BackBufferWidth, pp.BackBufferHeight)); _cameraNode = _world.Scene.Root.CreateChild("Camera"); _cameraNode.Position = new Vector3(_camera.ScreenSize / 2.0f, 0.0f); _cameraNode.Scale = new Vector3(.5f); _cameraNode.Attach(_camera); // Create the tile map. _terrain = new Terrain(new Vector2(102.4f, 102.4f), 51.2f, 9); _terrain.DebugEnabled = true; _world.Add(_terrain); // Create the circle brush. _circleBrush = new CircleBrush(2.5f); _circleBrushNode = _world.Scene.CreateSceneNode(); _circleBrushNode.Attach(new CircleRenderable(2.5f, 64) { Color = Vector3.One }); }
public Entity(ComponentList Components, Transform Transform, IEntityWorld World, int Species) { this.World = World; this.Transform = Transform; this.Species = Species; this.ID = ++currentInstance; for (int i = 0; i < pendingComponentInfos.Length; i++) { pendingComponentInfos[i] = new Queue <object[]>( ); } this.Components = new Component[Components.Count]; for (int i = 0; i < this.Components.Length; i++) { this.Components[i] = Components[i].Create(this); } World.Add(this); }