예제 #1
0
 /// <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();
 }
예제 #2
0
        /// <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();
        }
예제 #3
0
 /// <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;
 }
예제 #4
0
 // 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();
 }
예제 #5
0
 /// <summary>
 /// Sets entity AI Component Manager
 /// </summary>
 /// <param name="pAIComponentManger"></param>
 public virtual void SetAIComponentManager(IAIComponentManager pAIComponentManger)
 {
     _aiComponentManager = pAIComponentManger;
 }