コード例 #1
0
ファイル: Scene.cs プロジェクト: PilgrimBomber/CarGo
        //private SpriteBatch spriteBatch;
        public Scene(SpriteBatch spriteBatch, ContentManager content, Vector2 screenSize, Game1 game)
        {
            entities        = new List <Entity>();
            entitiesID      = new Dictionary <int, Entity>();
            deadEntities    = new List <Entity>();
            players         = new List <Player>();
            localPlayers    = new List <Player>();
            enemies         = new List <BaseEnemy>();
            worldObjects    = new List <WorldObject>();
            cargos          = new List <Cargo>();
            activeAbilities = new List <ActiveAbility>();
            camera          = new Camera(spriteBatch, screenSize, cargos, players, enemies, worldObjects, activeAbilities);
            this.game       = game;
            networkThread   = game.networkThread;
            //SoundCollection.Instance.LoadSounds(content);
            //textureCollection = new TextureCollection(content);
            //TextureCollection.Instance.loadTextures(content);
            collisionCheck = new CollisionCheck(cargos, players, enemies, worldObjects, activeAbilities);

            worldObjectHandling = new WorldObjectHandling(this, worldObjects);
            tilemap             = new Tilemap(1, content);

            //enemyAI = new EnemyAI(tilemap, enemies, cargo);
            enemyAI      = new EnemyAI(worldObjects, enemies, cargos);
            this.content = content;
        }
コード例 #2
0
ファイル: Scene.cs プロジェクト: PilgrimBomber/CarGo
 public void Reset()
 {
     entities        = new List <Entity>();
     entitiesID      = new Dictionary <int, Entity>();
     deadEntities    = new List <Entity>();
     players         = new List <Player>();
     enemies         = new List <BaseEnemy>();
     worldObjects    = new List <WorldObject>();
     cargos          = new List <Cargo>();
     activeAbilities = new List <ActiveAbility>();
     collisionCheck  = new CollisionCheck(cargos, players, enemies, worldObjects, activeAbilities);
     camera.Reset(cargos, players, enemies, worldObjects, activeAbilities);
     if (!StateMachine.Instance.networkGame || networkThread.isMainClient)
     {
         worldObjectHandling = new WorldObjectHandling(this, worldObjects);
     }
     tilemap = new Tilemap(1, content);
     //enemyAI = new EnemyAI(tilemap, enemies, cargo);
     enemyAI = new EnemyAI(worldObjects, enemies, cargos);
 }