/// <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); //_mViewMgr _mViewMgr = new ViewportMgr(); //_mInputMgr _mInputMgr = new InputMgr(); //Add Dedicated listeners IDedicatedListener temporaryMgr = (IDedicatedListener)_mViewMgr; _mInputMgr.AddDedicatedListener(temporaryMgr); IDedicatedListener tempGame = (IDedicatedListener)this; _mInputMgr.AddDedicatedListener(tempGame); _mEntArray = _mLevel.Populate(_mEntityMgr); foreach (IEntity tempEnt in _mEntArray) { _mSceneMgr.Add(tempEnt); _mCollisionMgr.AddCollider(tempEnt); _mMindBuilder.BuildMind(tempEnt); _mInputMgr.AddInputListener(tempEnt); _mViewMgr.AddTarget(tempEnt); } }
/// <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 //screen width and height ScreenHeight = GraphicsDevice.Viewport.Height; ScreenWidth = GraphicsDevice.Viewport.Width; //_mSceneMgr _mSceneMgr = new SceneMgr(); //_mEntityMgr _mEntityMgr = new EntityMgr(Content); //_mEntArray _mEntArray = new List <IEntity>(); //_mCollisionMgr _mCollisionMgr = new CollisionMgr(); //_mAIMgr _mAIMgr = new AIMgr(); //_mMindBuilder _mMindBuilder = new MindBuilder(_mAIMgr); //_mInputMgr _mInputMgr = new InputMgr(); //_mRenderMgr _mRenderMgr = new RenderMgr(Content, GraphicsDevice); //_mViewMgr _mViewMgr = new ViewportMgr(); //_mCamera _mCamera = new Camera(); //_mLevel _mLevel = new Level2(); base.Initialize(); graphics.PreferredBackBufferHeight = ScreenHeight / 2; graphics.PreferredBackBufferWidth = ScreenWidth / 2; }