/// <summary> /// Creates a new controller. /// </summary> public SDLController() { NullPlayerData data = new NullPlayerData(); this.mPlayerData = data; this.mBeatDetector = data; }
public override void Initialize() { camera = (ICamera)Game.Services.GetService(typeof(ICamera)); beatDetector = (IBeatDetector)Game.Services.GetService(typeof(IBeatDetector)); view = camera.View; projection = camera.Projection; // Issues...currently chooses the same formation (or at least doubles up) every time. Want some starting randomness for (int i = 0; i < NUM_FORMATIONS; ++i) { formations.Add(CreateFormation(Utility.Prng.Next(MIN_NUM_ENEMIES, MAX_NUM_ENEMIES + 1), i)); Game.Components.Add(formations[i]); } base.Initialize(); }
// Required function: initialize the velocity vector list for enemy formations and updates enemy positions as necessary public override void Initialize() { velocities.Add(Vector3.Right); collisionManager = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager)); beatDetector = (IBeatDetector)Game.Services.GetService(typeof(IBeatDetector)); for (int i = 0; i < enemies.Capacity; ++i) { Enemy enemy = Enemy.Create(Game, color); enemy.Position = startPoint; enemy.Reinitialize = true; collisionManager.AddEnemy(enemy); enemies.Add(enemy); } base.Initialize(); }