public EntityManager(World world) { entities = new List<Entity.Entity>(); entitiesToAdd = new List<Entity.Entity>(); playerLoc = -1; this.mainGame = Game1.Instance; this.world = world; }
public CollisionManager() { this.mainGame = Game1.Instance; grid = new CollisionTile[mainGame.worldManager.CurrentWorld.manager.world.worldHeight, mainGame.worldManager.CurrentWorld.manager.world.worldWidth]; // Setup tile grid. for (int x = 0; x < grid.GetLength(0); x++) for (int y = 0; y < grid.GetLength(1); y++) { grid[x, y] = new CollisionTile(x * CollisionTile.SIDE_LENGTH, y * CollisionTile.SIDE_LENGTH, grid); } }
//Constructor public SaveManager() { MainGame = Game1.Instance; saveLoc = "./Content/SaveFiles/save.save"; }
/// <summary> /// Constructs RenderManager using a SpriteBatch object which will be used for drawing. /// </summary> /// <param name="spriteBatch">MonoGames SpriteBatch object.</param> /// <param name="graphics">MonoGames GraphicsDevice object.</param> /// <param name="mainGame">Game1 class to interact with other managers.</param> public RenderManager(SpriteBatch spriteBatch, GraphicsDevice graphics, WorldManager worldManager) { this.spriteBatch = spriteBatch; this.graphics = graphics; this.worldManager = worldManager; this.mainGame = Game1.Instance; particles = new List<Particle>(); dialogs = new List<Dialog>(); viewportHeight = graphics.Viewport.Height; viewportWidth = graphics.Viewport.Width; viewportDeltaWidth = 0; viewportDeltaHeight = 0; mainGame.Window.ClientSizeChanged += Window_ClientSizeChanged; //lastWep = -1; // WHAT IF PLAYER CHANGES WORLD (?) player = mainGame.worldManager.CurrentWorld.manager.GetPlayer(); // Load all textures once (constructor will only be called once, so will this method) LoadTextures(); }