Ejemplo n.º 1
0
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void LoadContent()
        {
            base.LoadContent();

            //player = new BallCharacter(ScreenManager.Game, this);
            player          = new DragonBall(ScreenManager.Game, this);
            player.position = new Vector3(0f, 0f, 0f);
            player.scale   *= 2;
            ScreenManager.Game.Components.Add(player);


            m_kWallManager = new WallManager(ScreenManager.Game, this);
            ScreenManager.Game.Components.Add(m_kWallManager);

            c           = new Collectable(ScreenManager.Game, this);
            c.scale     = 10;
            c.position += new Vector3(0f, 0f, 0f);

            ScreenManager.Game.Components.Add(c);

            m_kPlane           = new CollisionLevelPiece(ScreenManager.Game, this, "checker_plane_3");
            m_kPlane.scale     = 15;
            m_kPlane.position += new Vector3(0f, 0f, 0);
            ScreenManager.Game.Components.Add(m_kPlane);

            LevelPiece skySphere = new LevelPiece(ScreenManager.Game, this, "sky_sphere");

            m_kPlane.scale     = 15;
            m_kPlane.position += new Vector3(0f, 0f, 0);
            ScreenManager.Game.Components.Add(m_kPlane);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void LoadContent()
        {
            base.LoadContent();

            meshes    = new Model[1];
            meshes[0] = ScreenManager.Game.Content.Load <Model>("meshes/cone");

            player = new BallCharacter(ScreenManager.Game, this);
            //player.position = new Vector3(10f, 25f, 0f);
            player.position = new Vector3(0f, 0f, 0f);
            ScreenManager.Game.Components.Add(player);


            m_kWallManager = new WallManager(ScreenManager.Game, this);
            ScreenManager.Game.Components.Add(m_kWallManager);

            m_kPlane           = new LevelPiece(ScreenManager.Game, this, "checker_plane");
            m_kPlane.scale     = 15;
            m_kPlane.position += new Vector3(150f, -10f, 0);
            ScreenManager.Game.Components.Add(m_kPlane);

            celLightingEffect = ScreenManager.Game.Content.Load <Effect>("Cel");
            GetEffectParameters();

            //Calculate the projection properties first on any
            //load callback.  That way if the window gets resized,
            //the perspective matrix is updated accordingly
            float aspectRatio = (float)ScreenManager.Game.GraphicsDevice.Viewport.Width /
                                (float)ScreenManager.Game.GraphicsDevice.Viewport.Height;
            float fov = MathHelper.PiOver4 * aspectRatio * 3 / 4;

            projection = Matrix.CreatePerspectiveFieldOfView(fov,
                                                             aspectRatio, .1f, 1000f);

            //create a default world matrix
            world = Matrix.Identity;
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void LoadContent()
        {
            base.LoadContent();

            //player = new BallCharacter(ScreenManager.Game, this);
            player = new DragonBall(ScreenManager.Game, this);
            player.position = new Vector3(0f, 0f, 0f);
            player.scale *= 2;
            ScreenManager.Game.Components.Add(player);

            m_kWallManager = new WallManager(ScreenManager.Game, this);
            ScreenManager.Game.Components.Add(m_kWallManager);

            c = new Collectable(ScreenManager.Game, this);
            c.scale = 10;
            c.position += new Vector3(0f, 0f, 0f);

            ScreenManager.Game.Components.Add(c);

            m_kPlane = new CollisionLevelPiece(ScreenManager.Game, this, "checker_plane_3");
            m_kPlane.scale = 15;
            m_kPlane.position += new Vector3(0f, 0f, 0);
            ScreenManager.Game.Components.Add(m_kPlane);

            LevelPiece skySphere = new LevelPiece(ScreenManager.Game, this, "sky_sphere");
            m_kPlane.scale = 15;
            m_kPlane.position += new Vector3(0f, 0f, 0);
            ScreenManager.Game.Components.Add(m_kPlane);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void LoadContent()
        {
            base.LoadContent();

            meshes = new Model[1];
            meshes[0] = ScreenManager.Game.Content.Load<Model>("meshes/cone");

            player = new BallCharacter(ScreenManager.Game, this);
            //player.position = new Vector3(10f, 25f, 0f);
            player.position = new Vector3(0f, 0f, 0f);
            ScreenManager.Game.Components.Add(player);

            m_kWallManager = new WallManager(ScreenManager.Game, this);
            ScreenManager.Game.Components.Add(m_kWallManager);

            m_kPlane = new LevelPiece(ScreenManager.Game, this, "checker_plane");
            m_kPlane.scale = 15;
            m_kPlane.position += new Vector3(150f, -10f, 0);
            ScreenManager.Game.Components.Add(m_kPlane);

            celLightingEffect = ScreenManager.Game.Content.Load<Effect>("Cel");
            GetEffectParameters();

            //Calculate the projection properties first on any
            //load callback.  That way if the window gets resized,
            //the perspective matrix is updated accordingly
            float aspectRatio = (float)ScreenManager.Game.GraphicsDevice.Viewport.Width /
                (float)ScreenManager.Game.GraphicsDevice.Viewport.Height;
            float fov = MathHelper.PiOver4 * aspectRatio * 3 / 4;
            projection = Matrix.CreatePerspectiveFieldOfView(fov,
                aspectRatio, .1f, 1000f);

            //create a default world matrix
            world = Matrix.Identity;
        }