/// <summary> /// Initialize this entity in a GameWorld. /// </summary> /// <param name="world">World.</param> /// <returns>The entity for chaining.</returns> public Entity Initialize(GameWorld world) { World = world; Components.ForEach(c => c.Initialize()); return(this); }
/// <summary> /// Sets the planet. /// </summary> /// <param name="planetId">Planet identifier.</param> public void SetPlanet(int planetId) { CurrentInstance = CurrentPlanet = GameWorld.CreatePlanet(this, planetId); }
public virtual void DrawWeatherEffects(GameWorld world, SpriteBatch spriteBatch) { }
public override void Update(GameWorld world, GameTime gameTime) { base.Update(world, gameTime); Time += (float)gameTime.ElapsedGameTime.TotalSeconds * world.TimeScale; }
public virtual void Update(GameWorld world, GameTime gameTime) { }