예제 #1
0
        /// <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;
        }
예제 #2
0
        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);
            }
        }
예제 #3
0
        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);
                }
            }
        }
예제 #4
0
 /// <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));
 }