public void Refresh() { Counter.GetInstance().Recount(); History.GetInstance().RenewData(); DrawSystem.GetInstance().Update(); DrawSystem.GetInstance().DoDraw(); }
// Create all systems public void initializeSystems() { gravSystem = new GravitySystem(level); systems.Add(gravSystem); moveSystem = new MovementSystem(level); systems.Add(moveSystem); playerSystem = new PlayerMovementSystem(level); systems.Add(playerSystem); visSystem = new VisionOrbSystem(level); systems.Add(visSystem); colSystem = new CollisionDetectionSystem(level); systems.Add(colSystem); drawSystem = new DrawSystem(level.g, level); systems.Add(drawSystem); healthSystem = new HealthSystem(level); systems.Add(healthSystem); animSystem = new AnimationSystem(level); systems.Add(animSystem); timerSystem = new TimerSystem(level); systems.Add(timerSystem); timedShooterSystem = new TimedShooterSystem(level); systems.Add(timedShooterSystem); squishSystem = new SquishSystem(level); systems.Add(squishSystem); inputSystem = new InputSystem(level); systems.Add(inputSystem); scrEdgeSystem = new ScreenEdgeSystem(level); systems.Add(scrEdgeSystem); slSystem = new SwitchListenerSystem(level); systems.Add(slSystem); switchSystem = new SwitchSystem(level); systems.Add(switchSystem); spSystem = new SimplePowerUpSystem(level); systems.Add(spSystem); simpEnemySystem = new SimpleEnemyAISystem(level); systems.Add(simpEnemySystem); weapSystem = new PlayerWeaponSystem(level); systems.Add(weapSystem); bkgPosSystem = new BackgroundPositionSystem(level); systems.Add(bkgPosSystem); debugSystem = new DebugSystem(level); systems.Add(debugSystem); movPlatSystem = new MovingPlatformSystem(level); systems.Add(movPlatSystem); grapSystem = new GrappleSystem(level); systems.Add(grapSystem); pushSystem = new PushableSystem(level); systems.Add(pushSystem); velZeroSystem = new VelToZeroSystem(level); systems.Add(velZeroSystem); smushSystem = new SmushSystem(level); systems.Add(smushSystem); signSystem = new SignSystem(level); systems.Add(signSystem); }
public void Test() { var drawSystem = new DrawSystem(); var context = new EcsContext(); context.AddSystem(drawSystem); //var entity = new Entity(); //entity.AddComponent(new Position()); //entity.AddComponent(new Movement()); //entity.AddComponent(new Sprite()); var entity = new Entity() .AddComponent(new Position()).Entity .AddComponent(new Movement()).Entity .AddComponent(new Sprite()).Entity; context.AddEntity(entity); context.Update(); context.Draw(); Assert.IsTrue(drawSystem.UpdateCalledCorrectly); Assert.IsTrue(drawSystem.DrawCalledCorrectly); }
// Create all systems public void initializeSystems() { moveSystem = new MovementSystem(level); colSystem = new CollisionDetectionSystem(level); drawSystem = new DrawSystem(level.g, level); inputSystem = new InputSystem(level); inputManSystem = new CreationInputManagerSystem(level); protEntSystem = new ProtoEntitySystem(level); }
//Begin an end level routine with given time delay public void beginEndLevel(float time) { if (endLvlTimer < 0) { //Get the draw system, call the white flash, and start the end level timer. DrawSystem drawSys = sysManager.drawSystem; drawSys.setFlash(System.Drawing.Color.WhiteSmoke, time * 2); endLvlTimer = time; } }
public void Refresh() { for (int i = 0; i < itterCount; i++) { Counter.GetInstance().Recount(); History.GetInstance().RenewData(); DrawSystem.GetInstance().Update(); DrawSystem.GetInstance().DoDraw(); } }
public void RemoveSystem(DrawSystem system) { _drawSystems.Remove(system); }
public void AddSystem(DrawSystem system) { _drawSystems.Add(system); }
public void AddSystem(DrawSystem system) { _drawSystems.Add(system); _entityManager.AddSystemEntry(system.EntitySet); }