/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); // Add render system to system manager _systemManager.AddSystem(new RenderSystem(_spriteBatch, _graphics, Content)); // Add collision system to system manager _systemManager.AddSystem(_collisionSystem); // Add input manager to system manager _systemManager.AddSystem(_inputManager as ISystem); // Declare engine ready for use _ready = true; }
void Initialize(ISystemManager systemManager) { SystemManager = systemManager; if (Systems == null) return; for (int i = 0; i < Systems.Length; i++) { var system = Systems[i]; if (system != null && system.Type != null) systemManager.AddSystem(system.Type, system.Active); } }
void Initialize(ISystemManager systemManager) { SystemManager = systemManager; if (Systems == null) { return; } for (int i = 0; i < Systems.Length; i++) { var system = Systems[i]; if (system != null && system.Type != null) { systemManager.AddSystem(system.Type, system.Active); } } }
/// <summary> /// Loads all game mechanics. /// </summary> private void LoadSystems() { _systemManager = new SystemManager(); _systemManager.AddSystem(new BorderSystem(_entityManager, _game)); _systemManager.AddSystem(new CollisionSystem(_entityManager, _meteorFactory, this)); }