예제 #1
0
        protected override void Update(GameTime gameTime)
        {
            //Console.Log(IsLoaded);

            if (!GameContent.IsLoaded)
            {
                //Console.Log("loading");
                base.Update(gameTime);
                return;
            }

            //Update KeyboardController for Commands
            keyboard.Update();

            Input.GetState();

            // Game implemented using Entity-Component-System,
            // Systems store instances of certain types of Components
            TransformSystem.Update(gameTime);
            BehaviorScriptSystem.Update(gameTime);
            ColliderSystem.Update(gameTime);
            ColliderSystem.Check();
            SpriteSystem.Update(gameTime);
            TextSystem.Update(gameTime);
            //Sound.Update(gameTime);

            base.Update(gameTime);
        }
예제 #2
0
        protected override void UnloadContent()
        {
            Content.Unload();

            // We need to clear all our components to reset state; If the program is reset they will be created fresh by the new Link() instance
            TransformSystem.Clear();
            ColliderSystem.Clear();
            BehaviorScriptSystem.Clear();
            SpriteSystem.Clear();
            TextSystem.Clear();

            Scene.Clear();
        }
예제 #3
0
 public void Destroy()
 {
     foreach (var transform in Root.GetComponent <Transform>().Children)
     {
         Entity entity = transform.entity;
         if (entity != null)
         {
             Entity.Destroy(entity);
         }
     }
     Root.GetComponent <Transform>().Children.Clear();
     TransformSystem.CleanUp();
     ColliderSystem.CleanUp();
     BehaviorScriptSystem.CleanUp();
     SpriteSystem.CleanUp();
 }
예제 #4
0
 public BehaviorScript()
 {
     BehaviorScriptSystem.Register(this);
 }