public void draw(SpriteBatch sprBatch,GraphicsDevice device, Shader shader,Light light)
        {
            Effect effect = shader.EFFECT;
            effect.CurrentTechnique = effect.Techniques["Simplest"];
            effect.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * view * projection);
            effect.Parameters["xTexture"].SetValue(wallTexture);
            effect.Parameters["xWorld"].SetValue(Matrix.Identity);
            effect.Parameters["xLightPos"].SetValue(light.position);
            effect.Parameters["xLightPower"].SetValue(light.power);
            effect.Parameters["xAmbient"].SetValue(light.ambientPower);

            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                //draw the wall
                device.SetVertexBuffer(buffer);
                device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
            }

            //draw the combatants
            data.Value.model.Draw(device, world1, view, projection);

            sprBatch.Begin();
            //draw the player index
            sprBatch.DrawString(font, "Player " + (playerIndex+1) + " choose your combatant.", new Vector2(parent.ScreenWidth / 2 - 85 - font.MeasureString("Player " + playerIndex + " choose your combatant.").X, parent.ScreenHeight / 2 - 32), Color.Yellow);
            //draw the selected character
            sprBatch.DrawString(font, "Selected character:"+ data.Value.name, new Vector2(parent.ScreenWidth / 2 + 85 , parent.ScreenHeight / 2 - 32), Color.Yellow);
            menu.draw(sprBatch);
            sprBatch.End();
        }
Ejemplo n.º 2
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            screenHeight = 1080;
            screenWidth = 1920;
            graphics.PreferredBackBufferHeight = screenHeight;
            graphics.PreferredBackBufferWidth = screenWidth;
            //never set fullscreen to true, dont do it.
            graphics.IsFullScreen = true;
            graphics.PreferMultiSampling = true;
            graphics.ApplyChanges();

            light = new Light();
            light.position = new Vector3(0, 12, 15);
            light.power = 1.0f;
            light.ambientPower = 1.2f;
            base.Initialize();
        }