Ejemplo n.º 1
0
        public Beacon( int index, Vector3 position, bool active )
        {
            rotationScale = Matrix.CreateScale( .5f );
              Position = position;
              Active = active;

              ContentManager content = ZombieCraft.Instance.Content;
              model = content.Load<StillModel>( "Models/beacon" );

              Texture2D haloTexture = content.Load<Texture2D>( "Textures/halo" );
              Vector3[] verts =
              {
            new Vector3(-1f, 0f,-1f ),
            new Vector3( 1f, 0f,-1f ),
            new Vector3( 1f, 0f, 1f ),
            new Vector3(-1f, 0f, 1f ),
              };
              halo = new Quad( verts, Position, haloTexture );

              switch ( index )
              {
            case 0:
              label = content.Load<Texture2D>( "Textures/beaconLabelA" );
              break;
            case 1:
              label = content.Load<Texture2D>( "Textures/beaconLabelB" );
              break;
            case 2:
              label = content.Load<Texture2D>( "Textures/beaconLabelX" );
              break;
              }
        }
Ejemplo n.º 2
0
        public City()
        {
            model = ZombieCraft.Instance.Content.Load<StillModel>( "Models/City" );
              Transform = Matrix.CreateScale( .01f );

              // create some temporary buildings for now
              /*/// Big building in the middle
              Building.Buildings = new Building[1];

              Vector2[] verts = new Vector2[]
              {
            new Vector2( -45, 45 ),
            new Vector2( 95, 95 ),
            new Vector2( 95, -95 ),
            new Vector2( -45, -45 ),
              };
              for ( int i = 0; i < verts.Length; ++i )
            verts[i] *= .1f;
              Building.Buildings[0] = new Building( 0, verts );
              /*/// Lots of little buildings
              Random random = new Random( 0 );
              int rows = 0; //~~~
              int cols = 8;
              Building.Buildings = new Building[rows * cols];
              Vector2 center = new Vector2( -240, -240 );
              for ( int r = 0; r < rows; ++r )
              {
            Vector2[] verts;
            center.X = -240;
            for ( int c = 0; c < cols; ++c )
            {
              switch ( random.Next( 3 ) )
              {
            case 0:
              verts = new Vector2[]
              {
                new Vector2( -12, 12 ) + center,
                new Vector2( 12, 12 ) + center,
                new Vector2( 12, -12 ) + center,
                new Vector2( -12, -12 ) + center,
              };
              Building.Buildings[r * cols + c] = new Building( r * cols + c, verts );
              break;
            case 1:
              verts = new Vector2[]
              {
                new Vector2( -12, 15 ) + center,
                new Vector2( 12, 15 ) + center,
                new Vector2( 15, -12 ) + center,
                new Vector2( -12, -12 ) + center,
              };
              Building.Buildings[r * cols + c] = new Building( r * cols + c, verts );
              break;
            case 2:
              verts = new Vector2[]
              {
                new Vector2( -15, 12 ) + center,
                new Vector2( 12, 15 ) + center,
                new Vector2( 12, -15 ) + center,
                new Vector2( -15, -12 ) + center,
              };
              Building.Buildings[r * cols + c] = new Building( r * cols + c, verts );
              break;
              }
              center.X += 67;
            }
            center.Y += 67;
              }
              /**/

              lineVertexDeclaration = new VertexDeclaration( ZombieCraft.Instance.GraphicsDevice,
                                                     VertexPositionColor.VertexElements );
        }