Ejemplo n.º 1
0
        /// <summary>
        /// Constructs an explosion.
        /// </summary>
        /// <param name="pos">Initial position of the explosion.</param>
        /// <param name="explosionMagnitude">Base strength of the blast as applied in units of impulse.</param>
        /// <param name="maxDist">Maximum radius of effect.</param>
        /// <param name="containingSpace">Space in which the explosion resides.</param>
        public Explosion(Entity entity, float explosionMagnitude, float maxDist, Space containingSpace, Game game)
            : base(game)
        {
            this.entity = entity;
            Position = entity.WorldTransform.Translation;
            Magnitude = explosionMagnitude;
            MaxDistance = maxDist;
            Space = containingSpace;

            explosionParticles = Game.Services.GetService(typeof(ExplosionParticleSystem)) as ExplosionParticleSystem;
            explosionSmokeParticles = Game.Services.GetService(typeof(ExplosionSmokeParticleSystem)) as ExplosionSmokeParticleSystem;
        }
Ejemplo n.º 2
0
        public TerrainUnit(Game game, ContentManager content, GraphicsDeviceManager graphics)
            : base(game)
        {
            GravityVelocity = 0.0f;
            IsOnTerrain = false;
            IsDead = false;
            needUpdateCollision = true;
            boost = false;

            tank = new Tank(game, content, graphics);

            part1 = new DustParticleSystem(game, content);
            part1.Initialize();

            game.Components.Add(part1);
            emiter = new ParticleEmitter(part1, 60, tank.Position);

            part1.DrawOrder = 400;
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Constructs a new projectile.
        /// </summary>
        public Projectile(ParticleSystem explosionParticles,
            ParticleSystem explosionSmokeParticles,
            ParticleSystem projectileTrailParticles,
            Vector3 position,
            Vector3 direction)
        {
            this.explosionParticles = explosionParticles;
            this.explosionSmokeParticles = explosionSmokeParticles;

            // Start at the origin, firing in a random (but roughly upward) direction.
            this.position = position;

            //velocity.X = (float)(random.NextDouble() - 0.5) * sidewaysVelocityRange;
            //velocity.Y = (float)(random.NextDouble() + 0.5) * verticalVelocityRange;
            //velocity.Z = (float)(random.NextDouble() - 0.5) * sidewaysVelocityRange;
            velocity = direction;
            // Use the particle emitter helper to output our trail particles.
            trailEmitter = new ParticleEmitter(projectileTrailParticles,
                                               trailParticlesPerSecond, position);
        }
Ejemplo n.º 4
0
        public TanksOnAHeightmapGame()
        {
            graphics = new GraphicsDeviceManager(this);
            device = GraphicsDevice;
            Content.RootDirectory = "Content";

            music = Content.Load<Song>("Sound/windbell");

            // Light Manager
            lightManager = new LightManager();
            lightManager.AmbientLightColor = new Vector3(0.2f, 0.2f, 0.2f);
            Services.AddService(typeof(LightManager), lightManager);
            // Light 1
            lightManager.Add("Light1", new PointLight(new Vector3(0, 1000.0f, 0), Vector3.One));

            //tank = new Tank(this, Content, graphics);
            terrain = new TanksOnAHeightmap.GameBase.Shapes.Terrain(this, Content, graphics);


            //InputHelper

            inputHelper = new InputHelper(PlayerIndex.One);
            Services.AddService(typeof(InputHelper), inputHelper);

            // Create the chase camera
            camera = new ChaseCamera(this);

            // Set the camera offsets
            //camera.DesiredPositionOffset = new Vector3(0.0f, 600.0f, 800.0f);//150,150
            //camera.LookAtOffset = new Vector3(0.0f, 80.0f, 0.0f);//80

            camera.DesiredPositionOffset = new Vector3(0.0f, 45.0f, 20.0f);//150,150
            camera.LookAtOffset = new Vector3(0.0f, 35.0f, -50.0f);//80

            // Set camera perspective
            camera.NearPlaneDistance = 10.0f;
            camera.FarPlaneDistance = 4000.0f;


            this.Services.AddService(typeof(TanksOnAHeightmap.GameBase.Shapes.Terrain), terrain);
            this.Services.AddService(typeof(ChaseCamera), camera);


            rand = new Random(0);

            // Construct our particle system components.
            explosionParticles = new ExplosionParticleSystem(this, Content);
            ParticleSettings settings = new ParticleSettings();


            this.Services.AddService(typeof(ExplosionParticleSystem), explosionParticles);

            explosionSmokeParticles = new ExplosionSmokeParticleSystem(this, Content);

            this.Services.AddService(typeof(ExplosionSmokeParticleSystem), explosionSmokeParticles);

            projectileTrailParticles = new ProjectileTrailParticleSystem(this, Content);

            //Trees
            trees = new Trees[NUMBER_OF_TREES];
            for (int i = 0; i < trees.Length; i++)
            {
                trees[i] = new Trees(this, Content, graphics);
                //Components.Add(trees[i]);
            }

            explosionSmokeParticles.DrawOrder = 200;
            projectileTrailParticles.DrawOrder = 300;
            explosionParticles.DrawOrder = 400;
            terrain.DrawOrder = 102;



            //Trees

            this.graphics.PreferredBackBufferWidth = 1024;
            this.graphics.PreferredBackBufferHeight = 768;

            start();



        }
Ejemplo n.º 5
0
        public override void Initialize()
        {
            camera = Game.Services.GetService(typeof (ChaseCamera)) as ChaseCamera;
            terrain = Game.Services.GetService(typeof (Terrain)) as Terrain;
            explosionParticles = Game.Services.GetService(typeof (ExplosionParticleSystem)) as ExplosionParticleSystem;
            explosionSmokeParticles =
                Game.Services.GetService(typeof (ExplosionSmokeParticleSystem)) as ExplosionSmokeParticleSystem;

            base.Initialize();
        }