public Pathfinder(GraphicsDeviceManager g, GameWorldCore gwc) { mPathNodes = new List<PathNode>(); mGraphics = g; mGameWorld = gwc; GenerateMap(); }
public Crater(GameWorldCore gwc, Vector2 pos, float radius) { mRadius = radius; mGameWorldCore = gwc; mPosition = pos; mPrimitiveBatch = new Core.PrimitiveBatch(gwc.Camera, mGameWorldCore.Graphics.GraphicsDevice); }
public Cone(GameWorldCore gwc, Agent castingAgent, DirectionOfPull forceDirection ) { mCastingAgent = castingAgent; mPosition = castingAgent.CurrentPosition; mOrientation = castingAgent.CurrentRotation; mTimer = castingAgent.RoarProperties.mDuration; mGameWorldCore = gwc; mRange = castingAgent.RoarProperties.mRange; mDegrees = castingAgent.RoarProperties.mDegrees; mForceDirection = forceDirection; mPrimitiveBatch = new Core.PrimitiveBatch(gwc.Camera, mGameWorldCore.Graphics.GraphicsDevice); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); mCamera = new XNA2DCamera(graphics.GraphicsDevice); mGameWorld = new GameWorldCore(graphics, mContent, this); mGameMouse = new GameMouse(graphics, mContent); }