public BrickWall(Project2Game game, LevelPiece levelPiece, Vector3 offset, int height, int width, bool interleaved) :
     base(game, levelPiece, offset)
 {
     for (int i = 0; i < width; i++)
     {
         for (int j = 0; j < height; j++)
         {
             float sizeScaler = 4f;
             Vector3 brickPosition = this.originPosition + offset + new Vector3(2f * i, 1f * j, 0f) * (sizeScaler);
             brickPosition.Y += sizeScaler/2f; //push all bricks off the ground
             if (interleaved) {
                 if (j % 2 == 1) {
                     brickPosition.X += sizeScaler;
                 }
             }
             Brick newBrick = new Brick(
                 game,
                 game.models["box"],
                 brickPosition,
                 new Vector3(2f, 1f, 1f) * sizeScaler,
                 false
             );
             this.AddChild(newBrick);
         }
     }
 }
Beispiel #2
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        public SeeSaw(Project2Game game, LevelPiece levelPiece, Vector3 offset) : base(game, levelPiece, offset) {
            
            var baseHeight = 2;

            Box seeSawbase = new Box(
                    game,
                    game.models["box"],
                    this.originPosition + new Vector3(0f, 0.5f * baseHeight, 0f),
                    new Vector3(30f, 3f, 1.5f)
                );
            seeSawbase.PhysicsDescription.IsStatic = true;
            Box seeSawPlatform= new Box(
                    game,
                    game.models["box"],
                    this.originPosition + new Vector3(0f, 2f * baseHeight, 0f),
                    new Vector3(50f, 1f, 40f)
                );
            seeSawPlatform.PhysicsDescription.IsStatic = false;
            seeSawPlatform.PhysicsDescription.Mass = 50f;
            //var constraint = new Jitter.Dynamics.Joints.HingeJoint(game.physics.World, seeSawbase.physicsDescription.RigidBody, seeSawPlatform.physicsDescription.RigidBody, PhysicsSystem.toJVector(this.originPosition + new Vector3(0f, baseHeight, 0f)), Jitter.LinearMath.JVector.Right);
            //constraint.PointOnPointConstraint1.Softness = 0.001f;
            var constraint = new Jitter.Dynamics.Constraints.PointOnPoint(seeSawbase.PhysicsDescription, seeSawPlatform.PhysicsDescription, PhysicsSystem.toJVector(originPosition + new Vector3(0, 0.5f * baseHeight, 0)));
            constraint.BiasFactor = 100f;
            //constraint.Softness = 0.001f;
            //game.physics.World.AddConstraint(constraint);
            this.AddChild(seeSawPlatform);
            this.AddChild(seeSawbase);

        }
 public FriendlyBoid(Project2Game game, Flock flock, Model model, Vector3 position) : base(game, flock, model, position, Flock.BoidType.Friendly)
 {
     maxHealth = 200;
     health = maxHealth;
     attack = 10;
     healthyColor = Color.Green;
 }
 public TerrainEndZone(Project2Game game, Level level, Vector3 position)
     : base(game, level, position)
 {
     var endPuzzle = new EndGoal(game, this,
         position + new Vector3(Level.PreferedTileWidth/2.0f, 0, Level.PreferedTileHeight/2.0f));
     AddChild(endPuzzle);
     this.endGoal = endPuzzle.obelisk;
 }
Beispiel #5
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 public Monkey(Project2Game game, Model model, Vector3 position)
     : base(game, model, position)
 {
     // Load custom rainbox monkey effect
     effect = game.Content.Load<Effect>("Shaders\\Cel");
     PhysicsDescription.Mass = 20f;
     //PhysicsDescription.Tag = "player";
 }
 public EnemyBoid(Project2Game game, Flock flock, Model model, Vector3 position)
     : base(game, flock, model, position, Flock.BoidType.Enemy)
 {
     maxHealth = 80;
     health = maxHealth;
     attack = 20;
     healthyColor = Color.Red;
 }
 public EndGoal(Project2Game game, LevelPiece levelPiece, Vector3 offset) : base(game, levelPiece, offset)
 {
     // place obelisk
     var scale = new Vector3(6, 6, 6);
     obelisk = new Obelisk(game, offset + new Vector3(0, scale.Y * 0.5f, 0), scale);
     obelisk.PhysicsDescription.IsStatic = true;
     this.AddChild(obelisk);
 }
 public ModelGameObject(Project2Game game, Model model, Vector3 position, Vector3 orientation, Vector3 scale)
     : base(game, position, orientation, scale)
 {
     this.model = model;
     if (model != null)
     {
         boundingSphere = model.CalculateBounds(WorldMatrix);
     }
 }
        protected ModelPhysicsObject(Project2Game game, Model model, Vector3 position, Vector3 orientation, Vector3 size)
            : base(game, model, position, orientation, size)
        {
            this.PhysicsDescription = GeneratePhysicsDescription();
            this.Position = PhysicsSystem.toVector3(PhysicsDescription.Position);

            game.physics.AddBody(PhysicsDescription);
            ToDestroy = false;
        }
 public HeightMapTerrain(Project2Game game, Vector3 position, Texture2D heightMap, float xScale, float zScale) :
     base(game,position,xScale,zScale)
 {
     this.HeightMap = heightMap;
     this.TerrainData = GenerateTerrainData();
     this.GenerateGeometry();
     this.CreateBuffers();
     this.PhysicsDescription = GeneratePhysicsDescription();
     game.physics.AddBody(PhysicsDescription);
 }
Beispiel #11
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 public Boid(Project2Game game, Flock flock, Model model, Vector3 position, Flock.BoidType boidType)
     : base(game, model, position)
 {
     this.health = maxHealth;
     this.PhysicsDescription.Mass = 0.25f;
     this.boidType = boidType;
     this.flock = flock;
     this.game.physics.World.CollisionSystem.CollisionDetected += HandleCollision;
     effect = game.Content.Load<Effect>("Shaders\\Cel");
 }
Beispiel #12
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        public Level(Project2Game game)
        {
            this.game = game;
            Children = new List<INode>();

            player = new Monkey(this.game, game.models["bigmonkey"], getStartPosition());
            AddChild(player);

            flock = new Flock(this.game, this);
            AddChild(flock);
        }
Beispiel #13
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 protected Terrain(Project2Game game, Vector3 position, float xScale, float zScale)
     : base(game,position)
 {
     this.xScale = xScale;
     this.zScale = zScale;
     basicEffect.VertexColorEnabled = true;
     // These will have to happen in the subclasses because of needing access to subclass constructor arguments/fields
     //this.TerrainData = GenerateTerrainData();
     //this.PhysicsDescription = GeneratePhysicsDescription();
     //this.Position = PhysicsSystem.toVector3(PhysicsDescription.Position);
     //game.physics.AddBody(PhysicsDescription);
 }
        public GamePage()
        {
            this.InitializeComponent();

            Window.Current.Content = this;
            Window.Current.Activate();

            game = new Project2Game(Project2.LevelSelection.Level1);
            game.PauseRequest += game_PauseRequest;
            game.ScoreUpdated += updateScore;
            if(!game.IsRunning) game.Run(this);
        }
        /// <summary>
        /// Construct a static physics mesh terrain procedurally using diamond-square. Density is n, a square with width 2^n-1 will be generated.
        /// </summary>
        /// <param name="game"></param>
        /// <param name="position">Bottom left corner of heightfield</param>
        /// <param name="density">Controls number of points in height field as square of side length 2^n-1 (e.g. 6)</param>
        /// <param name="scale">Distance between height field points</param>
        /// <param name="amplitude">Variance of height field</param>
        public DiamondSquareTerrain(Project2Game game, Vector3 position, int density, float xScale, float zScale, float amplitude)
            : base(game, position,xScale, zScale)
        {
            this.Density = density;
            this.Amplitude = amplitude;

            this.TerrainData = GenerateTerrainData();
            this.GenerateGeometry();
            this.CreateBuffers();
            this.PhysicsDescription = GeneratePhysicsDescription();
            game.physics.AddBody(PhysicsDescription);
        }
        /// <summary>
        /// Constructs a flat terrain
        /// </summary>
        /// <param name="game"></param>
        /// <param name="position"></param>
        /// <param name="xScale"></param>
        /// <param name="yScale"></param>
        public FlatTerrain(Project2Game game, Vector3 position, float xScale, float zScale, float frontHeight = 0.0f, float backHeight = 0.0f)
            : base(game, position, xScale, zScale)
        {
            this.frontHeight = frontHeight;
            this.backHeight = backHeight;

            this.TerrainData = GenerateTerrainData();
            GenerateGeometry();
            SetColour();
            CreateBuffers();
            this.PhysicsDescription = GeneratePhysicsDescription();
            this.Position = PhysicsSystem.toVector3(PhysicsDescription.Position);
            game.physics.AddBody(PhysicsDescription);

            //this.basicEffect.DirectionalLight0.Direction = new Vector3(0f, -2f, -1f);
            this.basicEffect.SpecularPower = 5000f;
        }
        public LevelPlane(Project2Game game, Level level, Vector3 position, SlopeType slopeType, float slopeHeight = 16f, int xSize = Level.PreferedTileWidth, int ySize = Level.PreferedTileHeight)
            : base (game, level, position)
        {
            this.xSize = xSize;
            this.ySize = ySize; // this should be z size for consistency in 3D
            float frontHeight = 0f;
            float backHeight = 0f;
            if (slopeType == SlopeType.SlopeUp) { backHeight = slopeHeight; }
            if (slopeType == SlopeType.SlopeDown) { frontHeight = slopeHeight; }

            // calculate the angle of gradient
            var angle = (float)Math.Atan2(backHeight - frontHeight, xSize - 0); //y_2 - y_2 / x_2 - x_1 = gradient
            var separation = xSize; // disatance between walls (default to tile width)
            var wallWidth = 2.0f; // width of wall
            var wallHeight = 4.0f; // height of wall
            // vertical displacement of wall, offset so it sits on the ground
            var heightDisplacement = Math.Abs((backHeight - frontHeight)/2.0f) + wallHeight / 2.0f;
            // instantiate a wall for either side of the plane
            
            var box1 = new Box(game, game.models["box"], position + new Vector3(0f, heightDisplacement, ySize / 2.0f), new Vector3(wallWidth, wallHeight, ySize), new Vector3(0, -angle, 0));
            var box2 = new Box(game, game.models["box"], position + new Vector3(separation, heightDisplacement, ySize / 2.0f), new Vector3(wallWidth, wallHeight, ySize), new Vector3(0, -angle, 0));
            box1.PhysicsDescription.IsStatic = true;
            box2.PhysicsDescription.IsStatic = true;
            AddChild(box1);
            AddChild(box2);

            if (slopeType == SlopeType.Flat)
            {
                //this.physicsPuzzles.Add(new PhysicsPuzzles.SeeSaw(game, this, new Vector3(32, 0, 32)));
            }
            // add floor
            var floor = new FlatTerrain(game, position, (float)xSize, (float)ySize, frontHeight, backHeight);
            floor.PhysicsDescription.IsStatic = true;
            AddChild(floor);

        }
Beispiel #18
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 public Ball(Project2Game game, Model model, Vector3 position)
     : base(game, model, position)
 {
     this.PhysicsDescription.Mass = 600f;
 }
 /// <summary>
 /// Create new GameObject with default orientation and size.
 /// </summary>
 /// <param name="game"></param>
 /// <param name="position"></param>
 protected GameObject(Project2Game game, Vector3 position)
     : this(game, position, Vector3.Zero, Vector3.One)
 {
 }
        protected GameObject(Project2Game game, Vector3 position, Vector3 orientation, Vector3 scale)
        {
            this.game = game;
            Children = new List<INode>();
            // Just in case...?
            WorldMatrix = Matrix.Identity;

            Scale = scale;
            Orientation = orientation;
            Position = position;

            // Setup rendering effect
            basicEffect = new BasicEffect(game.GraphicsDevice)
            {
                VertexColorEnabled = false,
                View = game.camera.view,
                Projection = game.camera.projection,
                World = Matrix.Identity,
                LightingEnabled = true
            };
            basicEffect.EnableDefaultLighting();
            basicEffect.SpecularPower = 5000f;
        }
 /// <summary>
 /// Create a new GameObject with default orientation.
 /// </summary>
 /// <param name="game"></param>
 /// <param name="position"></param>
 /// <param name="scale"></param>
 protected GameObject(Project2Game game, Vector3 position, Vector3 scale)
     : this(game, position, Vector3.Zero, scale)
 {
 }
Beispiel #22
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 /// <summary>
 /// Create a new Brick with default orientation
 /// </summary>
 /// <param name="game"></param>
 /// <param name="model"></param>
 /// <param name="position"></param>
 /// <param name="size"></param>
 /// <param name="isStatic"></param>
 public Brick(Project2Game game, Model model, Vector3 position, Vector3 size, Boolean isStatic)
     : base(game, model, position, Vector3.Zero, size)
 {
     this.PhysicsDescription.Mass = 20f;
 }
        /// <summary>
        /// Construct a static physics mesh terrain procedurally using diamond-square. Density is n, a square with width 2^n-1 will be generated.
        /// </summary>
        /// <param name="game"></param>
        /// <param name="position">Bottom left corner of heightfield</param>
        /// <param name="density">Controls number of points in height field as square of side length 2^n-1 (e.g. 6)</param>
        /// <param name="scale">Distance between height field points</param>
        /// <param name="amplitude">Variance of height field</param>
        public Terrain(Project2Game game, Vector3 position, int density, double scale, double amplitude)
            : this(game, GeneratePhysicsDescription(position, density, scale, amplitude, true))
        {

        }
        /// <summary>
        /// Constructs a flat terrain
        /// </summary>
        /// <param name="game"></param>
        /// <param name="position"></param>
        /// <param name="xScale"></param>
        /// <param name="yScale"></param>
        public Terrain(Project2Game game, Vector3 position, int xScale, int yScale, float frontHeight = 0.0f, float backHeight = 0.0f) 
            : this(game, GeneratePhyicsDescription(position, xScale, yScale, frontHeight, backHeight, true))
        {

        }
Beispiel #25
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 public Obelisk(Project2Game game, Vector3 position, Vector3 size)
     : base(game, game.Content.Load<Model>("Models\\Crate_Barrel"), position, size, Vector3.Zero)
 {
     
     effect = game.Content.Load<Effect>("Shaders\\Cel");
 }
 private Terrain(Project2Game game, PhysicsDescription physicsDescription) 
     : base(game, physicsDescription)
 {       
     // This is the old super constructor call. Needs to be updated
 }
Beispiel #27
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 public Box(Project2Game game, Model model, Vector3 position, Vector3 size)
     : this(game, model, position, size, Vector3.Zero)
 {
     
 }
Beispiel #28
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 public Box(Project2Game game, Model model, Vector3 position, Vector3 size, Vector3 orientation)
     : base(game, model, position, orientation, size)
 {
     
 }
 public TerrainLevel(Project2Game game) : base(game)
 {
     BuildLevel(); // virtual member call in constructor, like I give a 
 }
        public NeutralBoid(Project2Game game, Flock flock, Model model, Vector3 position)
            : base(game, flock, model, position, Flock.BoidType.Neutral)
        {

        }