예제 #1
0
        public override void LoadContent()
        {
            spriteBatch = new SpriteBatch(Game.GraphicsDevice);
            factory = new CometsGameObjectFactory(Game, SceneManager);

            SetMockTextures();

            SceneManager.AddSystem(new SpriteSystem(spriteBatch));
            SceneManager.AddSystem(new DebugDrawSystem(spriteBatch));

            var collisionSystem = new CollisionSystem();
            collisionSystem.Collision += OnCollision;

            SceneManager.AddSystem(collisionSystem);

            particles = new ParticleEmittersSystem(spriteBatch, collisionSystem);

            SceneManager.AddSystem(particles);
            SceneManager.AddSystem(new KeyboardMovementSystem());
            SceneManager.AddSystem(new RotationSystem());
            SceneManager.AddSystem(new GravitationSystem() { Gravitation = 600f, MaxFallSpeed = 600f });

            factory.CreateBackground();

            factory.CreatePaddle();

            bloodLevel = new BloodLevel(Game, 2.0f);

            SceneManager.GameObjects.Extend<CollisionComponent, DebugCollisionComponent>();

            base.LoadContent();
        }
예제 #2
0
        public override void LoadContent()
        {
            spriteBatch = new SpriteBatch(Game.GraphicsDevice);
            factory     = new CometsGameObjectFactory(Game, SceneManager);

            SetMockTextures();



            SceneManager.AddSystem(new SpriteSystem(spriteBatch));
            SceneManager.AddSystem(new DebugDrawSystem(spriteBatch));

            var collisionSystem = new CollisionSystem();

            collisionSystem.Collision += OnCollision;

            SceneManager.AddSystem(collisionSystem);

            particles = new ParticleEmittersSystem(spriteBatch, collisionSystem);

            SceneManager.AddSystem(particles);
            SceneManager.AddSystem(new KeyboardMovementSystem());
            SceneManager.AddSystem(new RotationSystem());
            SceneManager.AddSystem(new GravitationSystem()
            {
                Gravitation = 600f, MaxFallSpeed = 600f
            });

            factory.CreateBackground();

            factory.CreatePaddle();

            bloodLevel = new BloodLevel(Game, 2.0f);

            SceneManager.GameObjects.Extend <CollisionComponent, DebugCollisionComponent>();

            base.LoadContent();
        }