Ejemplo n.º 1
0
        public ASDFGInput(Game game)
            : base(game)
        {
            _keyRange     = 5;
            keyboardState = new KeyboardState();
            states        = new KeyState[_keyRange];
            otherStates   = new KeyState[(int)OtherKeyType.EndType];

            explosion = new ExplosionParticleSystem(game, 100);
            game.Components.Add(explosion);
        }
Ejemplo n.º 2
0
        public GuitarInput(Game game)
            : base(game)
        {
            _keyRange      = 5;
            gamepadState   = new GamePadState();
            pressedButtons = new ButtonState[_keyRange];
            pressedOthers  = new ButtonState[(int)OtherKeyType.EndType];
            pressedStrum   = new ButtonState[2];

            states      = new KeyState[_keyRange];
            otherStates = new KeyState[(int)OtherKeyType.EndType];

            explosion = new ExplosionParticleSystem(game, 100);
            game.Components.Add(explosion);
        }
Ejemplo n.º 3
0
        public GuitarASDFG(InputManager input, Game game)
            : base(game, input)
        {
            explosion = new ExplosionParticleSystem(game, 100);
            game.Components.Add(explosion);

            draw_pressed = new bool[5];
            for (int i = 0; i < 5; i++)
            {
                draw_pressed[i] = false;
            }

            long_pressed     = new LightningBolt[itemCount];
            long_pressed_vis = new bool[itemCount];
            for (int i = 0; i < itemCount; i++)
            {
                long_pressed_vis[i] = false;
            }

            LightningDescriptor ld = new LightningDescriptor();

            ld.Topology.Clear();
            ld.Topology.Add(LightningSubdivisionOp.Jitter);
            ld.Topology.Add(LightningSubdivisionOp.Jitter);
            ld.Topology.Add(LightningSubdivisionOp.Jitter);
            ld.ForkForwardDeviation  = new Range(-1, 1);
            ld.ForkLengthPercentage  = 0.6f;
            ld.ExteriorColor         = Color.Blue;
            ld.JitterDeviationRadius = 0.1f;
            ld.JitterDecayRate       = 1.0f;
            ld.IsGlowEnabled         = true;
            ld.GlowIntensity         = 3.0f;
            ld.BaseWidth             = 0.2f;
            long_pressed[0]          = new LightningBolt(game, new Vector3(0, 12, 0), new Vector3(0, -10, 0), ld);
            long_pressed[1]          = new LightningBolt(game, new Vector3(0, 12, 0), new Vector3(0, -10, 0), ld);
            long_pressed[2]          = new LightningBolt(game, new Vector3(0, 12, 0), new Vector3(0, -10, 0), ld);
            long_pressed[3]          = new LightningBolt(game, new Vector3(0, 12, 0), new Vector3(0, -10, 0), ld);
            long_pressed[4]          = new LightningBolt(game, new Vector3(0, 12, 0), new Vector3(0, -10, 0), ld);


            // 3D stuff
            Vector3 pos    = new Vector3(0, 0, 5);
            Vector3 target = new Vector3(0, 0, 0);

            view       = Matrix.CreateLookAt(pos, target, Vector3.Up);
            projection = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.PiOver4,
                (float)Game.Window.ClientBounds.Width /
                (float)Game.Window.ClientBounds.Height,
                1, 7);

            rotation = -(MathHelper.PiOver4 + MathHelper.PiOver4 / 2);

            // Initialize vertices
            fret    = new VertexPositionTexture[4];
            fret[0] = new VertexPositionTexture(new Vector3(-0.8f, 3, 0), new Vector2(0, 0));
            fret[1] = new VertexPositionTexture(new Vector3(0.8f, 3, 0), new Vector2(1, 0));
            fret[2] = new VertexPositionTexture(new Vector3(-0.8f, -3, 0), new Vector2(0, 1));
            fret[3] = new VertexPositionTexture(new Vector3(0.8f, -3, 0), new Vector2(1, 1));

            // Initialize vertices
            guitar_string    = new VertexPositionTexture[4];
            guitar_string[0] = new VertexPositionTexture(new Vector3(-0.01f, 3, 0.01f), new Vector2(0, 0));
            guitar_string[1] = new VertexPositionTexture(new Vector3(0.01f, 3, 0.01f), new Vector2(1, 0));
            guitar_string[2] = new VertexPositionTexture(new Vector3(-0.01f, -2.3f, 0.01f), new Vector2(0, 1));
            guitar_string[3] = new VertexPositionTexture(new Vector3(0.01f, -2.3f, 0.01f), new Vector2(1, 1));

            // Initialize vertices
            bar    = new VertexPositionTexture[4];
            bar[0] = new VertexPositionTexture(new Vector3(-0.8f, 0.02f, 0.007f), new Vector2(0, 0));
            bar[1] = new VertexPositionTexture(new Vector3(0.8f, 0.02f, 0.007f), new Vector2(1, 0));
            bar[2] = new VertexPositionTexture(new Vector3(-0.8f, -0.02f, 0.007f), new Vector2(0, 1));
            bar[3] = new VertexPositionTexture(new Vector3(0.8f, -0.02f, 0.007f), new Vector2(1, 1));

            // Initialize long notes
            long_note = new VertexPositionTexture[4];

            fret_y_1 = 0.0f;
            fret_y_2 = 6.0f;
        }