public void Render(Snipers scene) { Device d3dDevice = GuiController.Instance.D3dDevice; if (this.vidas == 0) { scene.GameOver(); } if (!scope) { // dibuja el rifle enfrente del viewport, sacandole // la matriz actual de vista // Matrix old_vm = d3dDevice.Transform.View; d3dDevice.Transform.View = Matrix.Identity; rifle.render(); d3dDevice.Transform.View = old_vm; } scene.PostProcessing.LensDistortion = scope; scene.PostProcessing.LensRadius = scope_radius; }
public void Render(Snipers scene) { foreach (Enemigo enemigo in listaEnemigos) { enemigo.Render(scene); } }
private void JoinAuction() { XmppChat chat = _connection.ConnectToChat(NewItemId, UserName); var viewModel = new AuctionSniperViewModel(NewItemId, NewItemStopPrice, UserName, chat); Snipers.Add(viewModel); }
public void RenderUI(Snipers scene) { if (Playing) { sound.play(); } GuiController.Instance.D3dDevice.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); GuiController.Instance.Drawer2D.beginDrawSprite(); sprite.render(); GuiController.Instance.Drawer2D.endDrawSprite(); }
public void Render(Snipers scene) { //suelo.render(); skyBox.render(); heightMap.render(); if ((bool)GuiController.Instance.Modifiers.getValue("showBB")) { heightMap.BoundingBox.render(); } this.UpdateVisibleMeshes(); if ((bool)GuiController.Instance.Modifiers.getValue("showGrilla")) { foreach (TgcDebugBox debugBox in grilla.DebugGrillaBoxes()) { debugBox.render(); } } for (int i = 0; i < otrosObjetos.Count; i++) { TgcMesh mesh = otrosObjetos[i]; if (mesh.Enabled) { // Tres curvas distintas en diferentes etapas, para mayor realismo if (i % 3 == 0) { treeWindEffect.SetValue("wind_wave", wind_wave_1); } else if (i % 2 == 0) { treeWindEffect.SetValue("wind_wave", wind_wave_2); } else { treeWindEffect.SetValue("wind_wave", wind_wave_3); } mesh.render(); if ((bool)GuiController.Instance.Modifiers.getValue("showBB")) { mesh.BoundingBox.render(); } mesh.Enabled = false; } } }
public void Render(Snipers scene) { enemigo.render(); if (hp < 100) { emisorDeParticulas.render(); } if ((bool)GuiController.Instance.Modifiers.getValue("showBB")) { enemigo.BoundingBox.render(); cabeza.render(); } }
public void RenderUI(Snipers scene) { GuiController.Instance.Drawer2D.beginDrawSprite(); if (scope) { scope_stencil.render(); } else { mira.render(); } renderHUD(); GuiController.Instance.Drawer2D.endDrawSprite(); }
public void RenderUI(Snipers scene) { if (Playing) sound.play(); GuiController.Instance.D3dDevice.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); GuiController.Instance.Drawer2D.beginDrawSprite(); sprite.render(); GuiController.Instance.Drawer2D.endDrawSprite(); }
public void Render(Snipers scene) { }
public void RenderUI(Snipers scene) { }
public void Render(Snipers scene) { //suelo.render(); skyBox.render(); heightMap.render(); if ((bool)GuiController.Instance.Modifiers.getValue("showBB")) heightMap.BoundingBox.render(); this.UpdateVisibleMeshes(); if ((bool)GuiController.Instance.Modifiers.getValue("showGrilla")) { foreach (TgcDebugBox debugBox in grilla.DebugGrillaBoxes()) { debugBox.render(); } } for (int i = 0; i < otrosObjetos.Count; i++) { TgcMesh mesh = otrosObjetos[i]; if (mesh.Enabled) { // Tres curvas distintas en diferentes etapas, para mayor realismo if (i % 3 == 0) treeWindEffect.SetValue("wind_wave", wind_wave_1); else if (i % 2 == 0) treeWindEffect.SetValue("wind_wave", wind_wave_2); else treeWindEffect.SetValue("wind_wave", wind_wave_3); mesh.render(); if ((bool)GuiController.Instance.Modifiers.getValue("showBB")) mesh.BoundingBox.render(); mesh.Enabled = false; } } }
public void Render(Snipers scene) { Device d3dDevice = GuiController.Instance.D3dDevice; if (this.vidas == 0) scene.GameOver(); if (!scope) { // dibuja el rifle enfrente del viewport, sacandole // la matriz actual de vista // Matrix old_vm = d3dDevice.Transform.View; d3dDevice.Transform.View = Matrix.Identity; rifle.render(); d3dDevice.Transform.View = old_vm; } scene.PostProcessing.LensDistortion = scope; scene.PostProcessing.LensRadius = scope_radius; }
public void Render(Snipers scene) { enemigo.render(); if (hp < 100) emisorDeParticulas.render(); if ((bool)GuiController.Instance.Modifiers.getValue("showBB")) { enemigo.BoundingBox.render(); cabeza.render(); } }