/// <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() { base.Initialize(); EntityConstructor entityConstructor = new EntityConstructor(); EntityManager = entityConstructor.Instantiate("1", () => Exit()); if (device == "Windows") { InputManager = new MonogameMouseClick(); } else if (device == "Android") { InputManager = new MonogameTouch(); } IUpdateVisitor = new DefaultUpdateVisitor(InputManager, entityConstructor); this.IsMouseVisible = true; }
//Database DB; /// <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(); //DB = new Database(); //DB.Data(); EntityConstructor entityConstructor = new EntityConstructor(); EntityManager = entityConstructor.Instantiate("1", () => Exit()); if (device == "Windows") { InputManager = new MonogameMouseClick(); } else if (device == "Android") { InputManager = new MonogameTouch(); } IUpdateVisitor = new DefaultUpdateVisitor(InputManager, entityConstructor); }
public DefaultUpdateVisitor(InputManager input_manager, EntityConstructor constructor) { this.input_manager = input_manager; this.constructor = constructor; }