/// <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 // set ScreenHeight ScreenHeight = GraphicsDevice.Viewport.Height; // set ScreenWidth ScreenWidth = GraphicsDevice.Viewport.Width; // set cameraPos cameraPos = new Vector3(ScreenWidth / 2, 0, 0); // initialise a new sceneGraph sceneGraph = new SceneGraph(); // initialise a new sceneManager sceneManager = new SceneManager(sceneGraph); // initialise a new collisionManager collisionManager = new CollisionManager(sceneManager); // initialise a new inputManager inputManager = new InputManager(); // initialise a new aiComponontManager aiComponentManager = new AIComponentManager(inputManager); // initialise a new entityManager entityManager = new EntityManager(collisionManager, sceneGraph, aiComponentManager); // initialise a new engineDemo gameDemo = new GameDemo(); // run engineDemo initialise method gameDemo.Initialise(entityManager, sceneManager, collisionManager, aiComponentManager, inputManager, sceneGraph); // add input listeners to the engineDemo inputManager.AddListener(((IKeyboardListener)gameDemo).OnNewKeyboardInput); inputManager.AddListener(((IMouseListener)gameDemo).OnNewMouseInput); // set headerLoaction headerLocation = new Vector2(-ScreenWidth / 2, 0); // initialise base.Initialize(); }
/// <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 // set ScreenHeight ScreenHeight = GraphicsDevice.Viewport.Height; // set ScreenWidth ScreenWidth = GraphicsDevice.Viewport.Width; // set cameraPos cameraPos = new Vector3(ScreenWidth / 2, 0, 0); // initialise a new sceneGraph sceneGraph = new SceneGraph(); // initialise a new sceneManager sceneManager = new SceneManager(sceneGraph); // initialise a new collisionManager collisionManager = new CollisionManager(sceneManager); // initialise a new inputManager inputManager = new InputManager(); // Initialise render manager _renderManager = new RenderManager(graphics, sceneManager, Content); // Initialise audio manager _audioManager = new SoundManager(Content); // initialise a new aiComponontManager aiComponentManager = new AIComponentManager(inputManager, _audioManager, sceneManager, Content); // initialise a new entityManager entityManager = new EntityManager(collisionManager, sceneGraph, aiComponentManager); // set headerLoaction backgroundLocation = new Vector2(-ScreenWidth / 2, 0); backgroundLocation2 = new Vector2(backgroundLocation.X + ScreenWidth + 1, 0); backgroundLocation3 = new Vector2(-ScreenWidth / 2, 0); backgroundLocation4 = new Vector2(-ScreenWidth / 2, 0); // initialise base.Initialize(); }
/// <summary> /// Constructor for the class EntityManager /// </summary> /// <param name="pCollisionManager"></param> /// <param name="pSceneGraph"></param> public EntityManager(ICollisionManager pCollisionManager, ISceneGraph pSceneGraph, IAIComponentManager pAIComponentManager) { // initialise entity list _entityList = new List <IEntity>(); // initialise collision manager _collisionManager = pCollisionManager; // initialuse AI component Manager _AIComponentManager = pAIComponentManager; // initialise the sceneGraph _sceneGraph = pSceneGraph; }
// method to initialise the class public void Initialise(IEntityManager pEntityManager, ISceneManager pSceneManager, ICollisionManager pCollisionManager, IAIComponentManager pAiComponentManager, IInputManager pInputManager, ISceneGraph pSceneGraph) { sceneGraph = pSceneGraph; collisionManager = pCollisionManager; entityManager = pEntityManager; sceneManager = pSceneManager; inputManager = pInputManager; aiComponentManager = pAiComponentManager; _platformSpawn = new List <Vector2>(); _platformSSpawn = new List <Vector2>(); _platformEndLSpawn = new List <Vector2>(); _platformEndRSpawn = new List <Vector2>(); _wallSpawn = new List <Vector2>(); _hostileSpawn = new List <Vector2>(); _sawSpawn = new List <Vector2>(); _goldSpawn = new List <Vector2>(); // Populate spawn arrays LoadLevel(); }
/// <summary> /// Sets entity AI Component Manager /// </summary> /// <param name="pAIComponentManger"></param> public virtual void SetAIComponentManager(IAIComponentManager pAIComponentManger) { _aiComponentManager = pAIComponentManger; }