QTextureAtlas(QEngine engine, QContentManager contentManager, List <QTexture> textures) { Engine = engine; ContentManager = contentManager; Textures = textures; CreateAtlas(); }
// public QObject this[Type t, int i] // { // get // { // switch(t) // { // case null: // return null; // case IQLoad l: // return (QObject)LoadObjects[i]; // case IQStart s: // return (QObject)StartObjects[i]; // case IQFixedUpdate u: // return (QObject)FixedUpdateObjects[i]; // case IQDrawSprite ds: // return (QObject)SpriteObjects[i]; // case IQDestroy d: // return (QObject)DestroyObjects[i]; // case IQUnload un: // return (QObject)UnloadObjects[i]; // default: // return null; // } // } // } public QEntityManager(QEngine e) { Objects = new List <QEntity>(); LoadObjects = new List <IQLoad>(); StartObjects = new List <IQStart>(); FixedUpdateObjects = new List <IQFixedUpdate>(); UpdateObjects = new List <IQUpdate>(); LateUpdateObjects = new List <IQLateUpdate>(); SpriteObjects = new List <IQSprite>(); GuiObjects = new List <IQGui>(); DestroyObjects = new List <IQDestroy>(); UnloadObjects = new List <IQUnload>(); }
internal QLoadContent(QEngine engine, QContentManager cm) { this.cm = cm; this.engine = engine; }
internal QRenderer(QEngine e) { sb = e.MonoSpriteBatch; Engine = e; basicEffect = new BasicEffect(sb.GraphicsDevice); }