public void LoadLevel(ref List<Segment> itemList, ScrapGame game) { Level currentLevel = GetTask(); //foreach (Crate current in currentLevel.CrateList) //{ // itemList.Add(current); //} foreach (Segment current in currentLevel.EntityList) { //current.Init(game); } itemList.AddRange(currentLevel.EntityList); }
public void LoadLevel(ref List <Segment> itemList, ScrapGame game) { Level currentLevel = GetTask(); //foreach (Crate current in currentLevel.CrateList) //{ // itemList.Add(current); //} foreach (Segment current in currentLevel.EntityList) { //current.Init(game); } itemList.AddRange(currentLevel.EntityList); }
static void Main() { using (var game = new ScrapGame()) game.Run(); }
public PlayerController(ScrapGame game) { inputManager = InputManager.GetManager(); this.game = game; }
Vector2 WorldLimits = new Vector2(50000, 400); //world limits should be set by the terrain max. #endregion Fields #region Constructors public Terrain(ScrapGame game) { this.game = game; }