public void Init(TgcD3dInput Input) { crearTableroPicking(5, 9); pickingRay = new TgcPickingRay(Input); //Crear caja para marcar en que lugar hubo colision collisionPointMesh = TGCBox.fromSize(new TGCVector3(3, 3, 3), Color.Red); collisionPointMesh.AutoTransform = true; selected = false; #region configurarEfecto efecto = TgcShaders.loadEffect(GameModel.shadersDir + "shaderPlanta.fx"); #endregion #region contenedor contenedor = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\contenedor-TgcScene.xml").Meshes[0]; contenedor.Scale = new TGCVector3(45.5f, 45.5f, 45.5f); contenedor.Position = new TGCVector3(-2000f, 400f, -800f); contenedor.Effect = efecto; contenedor.Technique = "RenderSceneProgresivo"; objetos.Add(contenedor); //glowObjects.Add(contenedor); #endregion //este body seria del tablero o isla principal body = FactoryBody.crearBodyIsla(); callback = new CollisionCallbackIsla(logica); logica.addBulletObject(this); PostProcess.agregarPostProcessObject(this); }
public Bomba(TGCVector3 posicion, GameLogic logica) { efecto = TgcShaders.loadEffect(GameModel.shadersDir + "shaderPlanta.fx"); this.logica = logica; #region configurarObjeto bomba = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\BOMBA-TgcScene.xml").Meshes[0]; bomba.Scale = new TGCVector3(40.5f, 80.5f, 40.5f); bomba.Effect = efecto; bomba.Technique = tecnicaDefault; bomba.Position = posicion; objetos.Add(bomba); body = FactoryBody.crearBodyZombie(new TGCVector3(posicion.X, posicion.Y + 350, posicion.Z)); callback = new CollisionCallbackFloor(logica, this); logica.addBulletObject(this); #endregion PostProcess.agregarPostProcessObject(this); }