void OnDisable() { if (s_instance == this) { s_instance = null; } }
/// <summary> /// The main. /// </summary> /// <param name="args"> /// The args. /// </param> private static void Main(string[] args) { using (var game = new ExampleGame(new ServerNetworkManager())) { game.Run(); } }
public override void Update() { base.Update(); { // move Vector3 move_dir = Vector3.zero; move_dir.x = Input.GetAxis("Horizontal"); move_dir.y = Input.GetAxis("Vertical"); m_rigid.velocity = move_dir * m_move_speed; } { // look mouse cursor Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); Plane plane = new Plane(new Vector3(0.0f, 0.0f, 1.0f), Vector3.zero); float distance = 0; if (plane.Raycast(ray, out distance)) { m_rigid.rotation = Quaternion.LookRotation(ray.GetPoint(distance) - m_trans.position); } m_rigid.angularVelocity = Vector3.zero; } if (Input.GetButton("Fire1")) { ExampleBulletManager bm = ExampleGame.GetBulletManager(); Vector3 center = m_trans.position; Vector3 direction = m_trans.forward; for (int i = 0; i < 32; ++i) { Vector3 pos = center + new Vector3(R(), R(), 0.0f).normalized *R() * 0.75f; bm.Shoot(pos, direction * 20.0f, 5.0f, m_bcol.m_id); } } }
static void Main() { using (ExampleGame game = new ExampleGame()) { game.Run(); } }
public static void Main(string[] args) { using (var game = new ExampleGame()) { game.Run(); } }
/// <summary> /// Default Constructor /// Sets the transition times as well as the viewports /// </summary> public GameplayScreen(ExampleGame game) { myGame = game; content = game.Content; TransitionOnTime = TimeSpan.FromSeconds(TRANSITION_ON_TIME); TransitionOffTime = TimeSpan.FromSeconds(TRANSITION_OFF_TIME); CameraController.Initialize(myGame); debugFont = game.Content.Load<SpriteFont>("debugFont"); }
protected override void OnCreate(Bundle bundle) { base.OnCreate(bundle); var g = new ExampleGame(); SetContentView((View)g.Services.GetService(typeof(View))); g.Run(); }
/// <summary> /// The main. /// </summary> /// <param name="args"> /// The args. /// </param> private static void Main(string[] args) { Thread.Sleep(1000); using (var game = new ExampleGame(new ClientNetworkManager())) { game.Run(); } }
public override void OnLifeZero() { base.OnLifeZero(); Vector3 pos = m_trans.position; var bullets = ExampleGame.GetBulletManager(); for (int i = 0; i < 512; ++i) { Vector3 vel = new Vector3(R(), R(), 0.0f).normalized *(4.0f + R(1.5f)); Vector3 rd = new Vector3(R(), R(), 0.0f) * 0.5f; bullets.Shoot(pos + rd, vel); } Destroy(gameObject); }
/// <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(); this.game = guppy .ConfigureMonoGame(this.graphics, this.Content, this.Window) .ConfigureTerminal() .Initialize() .BuildGame <ExampleGame>(); #if WINDOWS SDL_MaximizeWindow(Window.Handle); #endif }
public static void Main(string[] args) { var kernel = new StandardKernel(); kernel.Load<ProtogameIoCModule>(); kernel.Load<ProtogameAssetIoCModule>(); kernel.Load<ProtogamePlatformingIoCModule>(); kernel.Load<ProtogameLevelIoCModule>(); kernel.Bind<ISolidEntity>().To<Solid>(); kernel.Bind<ITileEntity>().To<Dirt>().Named("Dirt"); AssetManagerClient.AcceptArgumentsAndSetup<LocalAssetManagerProvider>(kernel, args); using (var game = new ExampleGame(kernel)) { game.Run(); } }
void OnEnable() { s_instance = this; }
void OnEnable() { s_instance = this; }
void OnDisable() { if (s_instance == this) s_instance = null; }
void Start() { m_bullets = ExampleGame.GetBulletManager(); GetComponent <BatchRendererInstance>().m_renderer = ExampleGame.GetSphereRenderer(); }
void Start() { m_rigid.velocity = m_rigid.velocity + m_accel.normalized * 4.0f; m_rigid.angularVelocity = new Vector3(R(), R(), R()); GetComponent <BatchRendererInstance>().m_renderer = ExampleGame.GetCubeRenderer(); }