Beispiel #1
0
        public void Shoot(Filodendron filodendron)
        {
            Matrix movement = Matrix.CreateRotationY(filodendron.avatarYaw + 0.8f);

            World = filodendron.World * Matrix.CreateRotationY(filodendron.avatarYaw);

            bulletSpeed    = new Vector3(-50, 0, 50);
            bulletSpeed    = Vector3.Transform(bulletSpeed, movement);
            bulletPosition = filodendron.avatarPosition + bulletShift;

            visible = true;
            Debug.WriteLine(filodendron.avatarPosition);
            Debug.WriteLine(filodendron.avatarYaw);
        }
 //Constructor
 public ParticleExplosion(GraphicsDevice graphicsDevice, Filodendron avatar, Matrix world,
                          int lifeLeft, int roundTime, int numParticlesPerRound, int maxParticles,
                          Texture2D particleColorsTexture, ParticleSettings particleSettings, Effect particleEffect)
 {
     this.avatar                = avatar;
     this.world                 = world;
     this.lifeLeft              = lifeLeft;
     this.numParticlesPerRound  = numParticlesPerRound;
     this.maxParticles          = maxParticles;
     this.roundTime             = roundTime;
     this.graphicsDevice        = graphicsDevice;
     this.particleSettings      = particleSettings;
     this.particleEffect        = particleEffect;
     this.particleColorsTexture = particleColorsTexture;
     InitializeParticleVertices();
 }
Beispiel #3
0
        protected override void LoadContent()
        {
            this.setCollectableItems();
            this.setPlatforms();
            this.setBlades();

            platformTexture        = Game.Content.Load <Texture2D>(@"textures/platformTex");
            collectableItemTexture = Game.Content.Load <Texture2D>(@"textures/collTex");
            bulletTexture          = Game.Content.Load <Texture2D>(@"textures/bulletTex");
            boxTexture             = Game.Content.Load <Texture2D>(@"textures/boxtexture");

            sektorMaszyn             = new MachineSector(Game.Content.Load <Model>(@"models\pokoj1-24"), Matrix.Identity);
            sektorMaszyn.texture     = Game.Content.Load <Texture2D>(@"textures/texture01-12");
            sektorMaszyn.boundingBox = true;

            avatar = new Filodendron(Game.Content.Load <Model>(@"models\test7_textures1"), Matrix.Identity);//Matrix.CreateTranslation(2500, 2200, 3500));
            avatar.skinningData           = avatar.model.Tag as SkinningData;
            avatar.boundingBox            = true;
            avatar.bullet                 = new Bullet(Game.Content.Load <Model>(@"models\box"), Matrix.Identity);
            avatar.slave                  = new Follower(Game.Content.Load <Model>(@"models\box"), Matrix.Identity);
            avatar.slave.master           = avatar;
            avatar.slave.followerPosition = avatar.avatarPosition;

            allModels.Add(sektorMaszyn);
            allModels.Add(avatar.bullet);

            if (avatar.skinningData == null)
            {
                throw new InvalidOperationException
                          ("This model does not contain a SkinningData tag.");
            }

            // Create an animation player, and start decoding an animation clip.
            avatar.animationPlayer = new AnimationPlayer(avatar.skinningData);
            avatar.clip            = avatar.skinningData.AnimationClips["Take 001"];
            avatar.avatarTexture   = Game.Content.Load <Texture2D>(@"textures/texture_roslina");
            avatar.CustomShader    = Game.Content.Load <Effect>(@"effects/lightening");
            avatar.animationPlayer.StartClip(avatar.clip);
            avatar.avatarPosition = new Vector3(-4000, 40, 4000);
            Vector3 slaveShift = new Vector3(200, 3, 200);

            avatar.slave.followerPosition = avatar.avatarPosition - slaveShift;
            avatar.bullet.rb = new BulletRigidBody(avatar.bullet);
            // Load explosion textures and effect
            explosionTexture       = Game.Content.Load <Texture2D>(@"Textures\Particle");
            explosionColorsTexture = Game.Content.Load <Texture2D>(@"Textures\ParticleColors");
            explosionEffect        = Game.Content.Load <Effect>(@"effects\particle");

            // Set effect parameters that don't change per particle
            explosionEffect.CurrentTechnique = explosionEffect.Techniques["Technique1"];
            explosionEffect.Parameters["theTexture"].SetValue(explosionTexture);

            //ocean
            ocean                     = new Ocean(Game.Content.Load <Model>(@"models\ocean"), Matrix.Identity);
            ocean.oceanEffect         = Game.Content.Load <Effect>(@"effects\OceanShader");
            ocean.diffuseOceanTexture = Game.Content.Load <Texture2D>(@"textures\water");
            ocean.normalOceanTexture  = Game.Content.Load <Texture2D>(@"textures\wavesbump");
            ocean.SetupOceanShaderParameters();

            base.LoadContent();
        }