public Engine(IUserInputInterface givenController, IPaintInterface painter) { this.controller = givenController; this.painter = painter; this.totalElapsedTime = TimeSpan.Zero; //// RegionEntities.InstantiateClass(this, this.painter); this.regionEntities = RegionEntities.GetInstance(); //// this.SubscribeToController(); }
//private CharacterUnit _player; //private List<EnemyNPCUnit> _enemies; //private List<Ability> _abilities; //Timeoutable public Engine(IUserInputInterface givenController, IPaintInterface painter, int timeInterval) { this._controller = givenController; this._painter = painter; this._timeInterval = timeInterval; //test RegionEntities.IntantiateClass(this._painter); this.regionEntities = RegionEntities.GetInstance(); //endTest SubscribeToController(); }
public Engine(IUserInputInterface givenController, IPaintInterface painter, int timeInterval) { this._controller = givenController; this.Painter = painter; this._timeInterval = timeInterval; SubscribeToController(); this._enemies = new List <EnemyNPCUnit>(); this._abilities = new List <Ability>(); this._items = new List <Item>(); SetBackground(); InitialiseItems(); InitialiseEnemies(); IntialisePlayer(); }
public static void InstantiateClass(Engine engine, IPaintInterface painter) { _instance = new RegionEntities(engine, painter); _instance.SetupFirstRegion(); }
private RegionEntities(Engine engine, IPaintInterface painter) { this.painter = painter; this.ParentEngine = engine; }
public static void IntantiateClass(IPaintInterface painter) { instance = new RegionEntities(painter); instance.SetupFirstRegion(); }
private RegionEntities(IPaintInterface painter) { this.painter = painter; }