public BallCharacter(Game game, GameplayScreen host) : base(game, host) { //modelName = "testBallThing"; modelName = "DragonBall"; //modelName = "cloud_1"; scale = 15; //quat = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), (float)Math.PI / 2); quat = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 0); fMass = 10; bPhysicsDriven = true; fTerminalVelocity = 450; collidedWithStage = false; damping = new Vector3(0.99f, 0.99f, 0.99f); //rotationAxis = Vector3.Up; rotationVelocity = 1; mixCelWithTexture = true; celLightColor = Color.Gold.ToVector4(); textureName = "dBallT"; enableCelShading = true; }
public LevelPiece(Game game, GameplayScreen host, String assetName) : base(game, host) { // TODO: Construct any child components here modelName = assetName; position = new Vector3(0f, 0f, 0f); // DO NOT ADJUST SCALE IN A CONSTRUCTOR //scale = 50; m_rotX = 0; m_rotZ = 0; //quat = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), (float)Math.PI / 2); quat = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 0); originalRot = quat; m_rotationOffset = Vector3.Zero; //effect.TextureEnabled = true; m_localRotation = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 0); m_fScaleX = 1.0f; m_fScaleY = 1.0f; m_fScaleZ = 1.0f; enableCelShading = true; mixCelWithTexture = false; celLightColor = Color.SkyBlue.ToVector4(); outlineThickness = 0.000f; layerTwoSharp = 0.3f; layerTwoContrib = 0.08f; }
public Level1(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(10f, 35f, 0f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, 0); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, -360f); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, -720f); planes.Add(currentPlane); //goal goal = new GoalObject(game, host); goal.position += new Vector3(0, 20, -820); goal.scale = 10; //death bound for this level m_fDeathBound = -100f; }
public WallManager(Game game, GameplayScreen host) : base(game) { hostScreen = host; this.game = game; wallCubeList = new ArrayList(); }
public Wall(Game game, GameplayScreen host) : base(game, host) { position = new Vector3(0f, 0f, 0f); modelName = "cube"; scale = 5; }
public LevelData(Game game, GameplayScreen host) : base(game) { gravityVec = new Vector3(0, -100, 0); planes = new List<CollisionLevelPiece>(); collectables = new List<Collectable>(); startingLocation = Vector3.Zero; //default value m_fDeathBound = 0; }
public CollectableTest(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(10f, 25f, 0f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, -10f, 0); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 10; currentPlane.position += new Vector3(200f, -10f, -300f); currentPlane.setLocalRotation(0, (float)Math.PI / 18); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 10; currentPlane.position += new Vector3(-250f, -10f, -200f); currentPlane.setLocalRotation(0.123f, -(float)Math.PI / 18); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 5; currentPlane.position += new Vector3(-220f, 10f, 80f); planes.Add(currentPlane); //moving level piece MovingLevelPiece movingPlane; //50 is a good movement speed movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(0, 100f, 0f), 50); movingPlane.scale = 5; movingPlane.position += new Vector3(0f, 0f, -250f); planes.Add(movingPlane); goal = new GoalObject(game, host); goal.position += new Vector3(0, 10, -50); goal.scale = 5; //game.Components.Add(goal); //foreach (LevelPiece p in planes) //{ // game.Components.Add(p); //} Collectable collect1 = new Collectable(game, host); collect1.position = new Vector3(40, 10, 40); collectables.Add(collect1); //foreach (Collectable collect in collectables) //{ // game.Components.Add(collect); //} }
public CollisionLevelPiece(Game game, GameplayScreen host, String assetName) : base(game, host, assetName) { //all collision pieces are checker planes modelName = "checker_plane_3"; TVIndices = new List<MeshDataExtractor.TriangleVertexIndices>(); verticies = new List<Vector3>(); nonCollideAsset = new LevelPieceAsset(game, host, "cloud_2"); //nonCollideAsset = new LevelPieceAsset(game, host, "DragonBall"); }
public Missile(Game game, GameplayScreen host) : base(game, host) { modelName = "Missile"; missileTimer = new Utils.Timer(); quat = Quaternion.CreateFromRotationMatrix(Matrix.CreateRotationX((float)Math.PI / 2)); bPhysicsDriven = true; fTerminalVelocity *= 1.5f; }
public SkySphere(Game game, GameplayScreen host) : base(game, host) { position = new Vector3(0f, 0f, 0f); modelName = "sky_sphere_y"; quat = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), (float)Math.PI / 2); scale = 500; textureName = "ysky"; mixCelWithTexture = true; skyCulling = true; //enableCelShading = true; }
public MovingLevelPiece(Game game, GameplayScreen host, String assetName, Vector3 pMovement, float pMoveSpeed) : base(game, host, assetName) { m_movement = pMovement; m_moveVelocity = m_movement; if (m_moveVelocity.LengthSquared() != 0) { m_moveVelocity.Normalize(); } //50 is a good number, fyi m_moveVelocity *= pMoveSpeed; m_currentMovement = Vector3.Zero; }
public SimpleLevel(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(10f, 25f, 0f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, -10f, 0); planes.Add(currentPlane); goal = new GoalObject(game, host); goal.position += new Vector3(40, 10, -20); goal.scale = 5; }
public Ship(Game game, GameplayScreen host) : base(game, host) { // modelName = "testBallThing"; modelName = "Ship"; //m_scale *= 5; //quat = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), (float)Math.PI / 2); quat = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 0); //GameplayScreen.soundbank.PlayCue("Ship_Spawn"); fMass = 10; bPhysicsDriven = true; fTerminalVelocity = 450; isAlive = true; }
public Level3(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(10f, 35f, 0f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, 0); planes.Add(currentPlane); /* currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, -360f); planes.Add(currentPlane); */ //moving level piece MovingLevelPiece movingPlane; movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(0, -500f, 0), 80f); movingPlane.scale = 15; movingPlane.position += new Vector3(0f, 400f, -360f); planes.Add(movingPlane); //wall currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 160f, -550f); currentPlane.setLocalRotation((float)Math.PI / 2, 0); planes.Add(currentPlane); //cloud above wall currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 300f, -730f); planes.Add(currentPlane); //goal goal = new GoalObject(game, host); goal.position += new Vector3(0, 300, -830); goal.scale = 10; //death bound for this level m_fDeathBound = -250f; }
//public const Vector3 OriginalFacing public Plane(Game game, GameplayScreen host) : base(game, host) { // TODO: Construct any child components here modelName = "checker_plane"; position = new Vector3(0f, 0f, 0f); //scale = 50; rotX = 0; rotZ = 0; //quat = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), (float)Math.PI / 2); quat = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 0); originalRot = quat; TVIndices = new List<MeshDataExtractor.TriangleVertexIndices>(); verticies = new List<Vector3>(); rotationOffset = Vector3.Zero; //effect.TextureEnabled = true; }
public Level2(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(1f, 35f, 1f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, 0); planes.Add(currentPlane); MovingLevelPiece movingPlane; movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), 85f); movingPlane.scale = 15; movingPlane.position += new Vector3(-150f, 0f, -360f); planes.Add(movingPlane); movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), -85f); movingPlane.scale = 15; movingPlane.position += new Vector3(150f, 0f, -720f); planes.Add(movingPlane); movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), 85f); movingPlane.scale = 15; movingPlane.position += new Vector3(-150f, 0f, -1080f); planes.Add(movingPlane); movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), -85f); movingPlane.scale = 15; movingPlane.position += new Vector3(150f, 0f, -1440f); planes.Add(movingPlane); //goal goal = new GoalObject(game, host); goal.position += new Vector3(0, 20, -1540f); goal.scale = 10; //death bound for this level m_fDeathBound = -100f; }
public Level4(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(1f, 35f, 100f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, 0); planes.Add(currentPlane); //Left arm //large arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 9; currentPlane.position += new Vector3(-180f, 0f, -288); planes.Add(currentPlane); //smaller arms currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(-252f, 0f, -432); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(-108f, 0f, -432); planes.Add(currentPlane); //tiny arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-252f, 0f, -480); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-108f, 0f, -480); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-252f, 0f, -504); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-108f, 0f, -504); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-252f, 0f, -528); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-108f, 0f, -528); planes.Add(currentPlane); //small arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(-252f, 0f, -576); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(-108f, 0f, -576); planes.Add(currentPlane); //large arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 9; currentPlane.position += new Vector3(-180f, 0f, -720); planes.Add(currentPlane); //Right arm //large arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 9; currentPlane.position += new Vector3(180f, 0f, -288); planes.Add(currentPlane); //smaller arms currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(252f, 0f, -432); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(108f, 0f, -432); planes.Add(currentPlane); //tiny arms currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(252f, 0f, -480); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(108f, 0f, -480); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(252f, 0f, -504); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(108f, 0f, -504); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(252f, 0f, -528); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(108f, 0f, -528); planes.Add(currentPlane); //small arms currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(252f, 0f, -576); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(108f, 0f, -576); planes.Add(currentPlane); //large arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 9; currentPlane.position += new Vector3(180f, 0f, -720); planes.Add(currentPlane); //connecting bar currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(48f, 0f, -804); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(-48f, 0f, -804); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(0f, 0f, -804); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(0f, 0f, -852); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(0f, 0f, -900); planes.Add(currentPlane); //goal goal = new GoalObject(game, host); goal.position += new Vector3(0, 10, -1000); goal.scale = 10; //collectables //death bound for this level m_fDeathBound = -250f; }
public LevelPieceAsset(Game game, GameplayScreen host, String assetName) : base(game, host, assetName) { }
public Actor(Game game, GameplayScreen host) : base(game) { //the host contains useful things such as a camera matrix hostScreen = host; // TODO: Construct any child components here timer = new Utils.Timer(); worldTransform = new Matrix(); worldTransform = Matrix.Identity; // DO NOT ADJUST SCALE IN A CONSTRUCTOR m_scale = 1.0f; m_position = new Vector3(0.0f, 0.0f, 0.0f); m_quat = Quaternion.Identity; m_changed = true; modifyWorldTransform(); m_velocity = new Vector3(0.0f, 0.0f, 0.0f); //default, rotate zero speed around the Up vector m_rotationAxis = Vector3.Up; m_rotationVelocity = 0.0f; fMass = 1; fTerminalVelocity = 350; vForce = Vector3.Zero; vAcceleration = Vector3.Zero; bPhysicsDriven = false; }