static void Main() { using (ChaseCameraGame game = new ChaseCameraGame()) { game.Run(); } }
public World( ChaseCameraGame main, Loader l, LevelContentManager lcm, CollisionManager cm, PowerUpManager pum, BackgroundManager bgm, ProjectileManager pm, EnemyProjectileManager epm, EnemyManager em, ScoreManager sm, Camera cam) : base(main) { //Store the refernce to variables loader = l; levelContentManager = lcm; collisionManager = cm; powerUpManager = pum; backgroundManager = bgm; enemyProjectileManager = epm; projectileManager = pm; enemyManager = em; scoreManager = sm; camera = cam; //Add mangers to a list for iteration managers.Add(collisionManager); managers.Add(enemyManager); managers.Add(enemyProjectileManager); managers.Add(projectileManager); managers.Add(backgroundManager); managers.Add(powerUpManager); //Initialise Player AddNewPlayer(); //Set references for managers powerUpManager.SetWorld(this); powerUpManager.SetCollisionManager(this.collisionManager); projectileManager.SetWorld(this); projectileManager.SetCollisionManager(this.collisionManager); enemyManager.SetWorld(this); enemyManager.SetCollisionManager(this.collisionManager); enemyManager.SetScoreManager(scoreManager); enemyManager.SetProjectileManager(this.enemyProjectileManager); backgroundManager.SetCamera(camera); scoreManager.SetPlayer(player); powerUpManager.SetScoreManager(scoreManager); //Name of this scene name = "Level"; }
protected Scene(ChaseCameraGame m) { main = m; //this.OnCreateEvent += main.OnCreateScene; this.OnLoadEvent += main.OnLoadScene; this.OnDestroyEvent += main.OnDestroyScene; SendCreateEvent(new SceneEventArgs(name)); }
protected override void OnCreate (Bundle bundle) { base.OnCreate (bundle); // Create our OpenGL view, and display it ChaseCameraGame.Activity = this; var g = new ChaseCameraGame (); SetContentView (g.Window); g.Run (); }
protected override void OnCreate(Bundle bundle) { base.OnCreate(bundle); // Create our OpenGL view, and display it ChaseCameraGame.Activity = this; var g = new ChaseCameraGame(); SetContentView(g.Window); g.Run(); }
static void Main() { #if NETFX_CORE var factory = new MonoGame.Framework.GameFrameworkViewSource <ChaseCameraGame>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); #else using (ChaseCameraGame game = new ChaseCameraGame()) { game.Run(); } #endif }
// // This method is invoked when the application has loaded and is ready to run. In this // method you should instantiate the window, load the UI into it and then make the window // visible. // // You have 17 seconds to return from this method, or iOS will terminate your application. // public override bool FinishedLaunching(UIApplication app, NSDictionary options) { // create a new window instance based on the screen size window = new UIWindow (UIScreen.MainScreen.Bounds); // If you have defined a root view controller, set it here: // window.RootViewController = myViewController; // make the window visible window.MakeKeyAndVisible (); ChaseCameraGame game = new ChaseCameraGame (); game.Run(); return true; }
public Menu(ChaseCameraGame g) : base(g) { name = "Menu"; }
public EndScreenContentManager(ChaseCameraGame game) { this.game = game; Initilise(); }
public MenuContentManager(ChaseCameraGame ccg) { game = ccg; Initilise(); //Content.RootDirectory = "Content"; }
static void Main() { #if NETFX_CORE var factory = new MonoGame.Framework.GameFrameworkViewSource<ChaseCameraGame>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); #else using (ChaseCameraGame game = new ChaseCameraGame()) { game.Run(); } #endif }
public EndScreen(ChaseCameraGame g) : base(g) { name = "EndScreen"; }
public LevelContentManager(ChaseCameraGame game) { this.game = game; Initialise(); }