Ejemplo n.º 1
0
        private void HandlePlayerInput(Player player, GameTime gameTime)
        {
            // Process user keyboard and gamepad events that relate to the render
            // state of the the stage
            currentGamePadState = GamePad.GetState(PlayerIndex.One);
            if (currentGamePadState.IsConnected)
            {
                if (IsButtonPressed(Buttons.A))
                    nextCamera();
                else if (IsButtonPressed(Buttons.B))
                    Fog = !Fog;
                else if (IsButtonPressed(Buttons.X))
                    Exit();
                else if (IsButtonPressed(Buttons.Y))
                    FixedStepRendering = !FixedStepRendering;

                oldGamePadState = currentGamePadState;
            }
            else
            {
                currentKeyboardState = Keyboard.GetState();

                if (IsKeyPressed(Keys.Escape))
                    Exit();
                else if (IsKeyPressed(Keys.B))
                    DrawBoundingSpheres = !DrawBoundingSpheres;
                else if (IsKeyPressed(Keys.C))
                    nextCamera();
                else if (IsKeyPressed(Keys.F))
                    Fog = !Fog;
                else if (IsKeyPressed(Keys.H))
                {
                    inspector.ShowHelp = !inspector.ShowHelp;
                    inspector.ShowMatrices = false;
                }
                else if (IsKeyPressed(Keys.I))
                    inspector.showInfo();
                else if (IsKeyPressed(Keys.M))
                {
                    inspector.ShowMatrices = !inspector.ShowMatrices;
                    inspector.ShowHelp = false;
                }
                else if (IsKeyPressed(Keys.T))
                    FixedStepRendering = !FixedStepRendering;
                else if (IsKeyPressed(Keys.Y))
                    YonFlag = !YonFlag;

                oldKeyboardState = currentKeyboardState;    // Update saved state.

            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Set GraphicDevice display and rendering BasicEffect effect.  
        /// Create SpriteBatch, font, and font positions.
        /// Creates the traceViewport to display information and the sceneViewport
        /// to render the environment.
        /// Create and add all DrawableGameComponents and Cameras.
        /// </summary>
        protected override void LoadContent()
        {
            display = graphics.GraphicsDevice;
            effect = new BasicEffect(display);
            // Set up Inspector display
            spriteBatch = new SpriteBatch(display);      // Create a new SpriteBatch
            inspectorFont = Content.Load<SpriteFont>("Courier New");  // load font
            // viewports
            defaultViewport = GraphicsDevice.Viewport;
            inspectorViewport = defaultViewport;
            sceneViewport = defaultViewport;
            inspectorViewport.Height = InfoPaneSize * inspectorFont.LineSpacing;
            inspectorProjection = Matrix.CreatePerspectiveFieldOfView((float)Math.PI / 4.0f,
               inspectorViewport.Width / inspectorViewport.Height, 1.0f, 200.0f);
            sceneViewport.Height = defaultViewport.Height - inspectorViewport.Height;
            sceneViewport.Y = inspectorViewport.Height;
            sceneProjection = Matrix.CreatePerspectiveFieldOfView((float)Math.PI / 4.0f,
               sceneViewport.Width / sceneViewport.Height, 1.0f, 1000.0f);
            // create Inspector display
            Texture2D inspectorBackground = Content.Load<Texture2D>("inspectorBackground");
            inspector = new Inspector(display, inspectorViewport, inspectorFont, Color.Black, inspectorBackground);
            // create information display strings
            // help strings
            inspector.setInfo(0, "AGXNASKv4 -- Academic Graphics XNA Starter Kit for CSUN Comp 565 assignments.");
            inspector.setInfo(1, "Press keyboard for input (not case sensitive 'H'  'h')");
            inspector.setInfo(2, "Inspector toggles:  'H' help or info   'M'  matrix or info   'I'  displays next info pane.");
            inspector.setInfo(3, "Arrow keys move the player in, out, left, or right.  'R' resets player to initial orientation.");
            inspector.setInfo(4, "Stage toggles:  'B' bounding spheres, 'C' cameras, 'F' fog, 'T' updates, 'Y' yon");
            // initialize empty info strings
            for (int i = 5; i < 20; i++) inspector.setInfo(i, "  ");
            inspector.setInfo(5, "matrics info pane, initially empty");
            inspector.setInfo(10, "first info pane, initially empty");
            inspector.setInfo(15, "second info pane, initially empty");
            // set blending for bounding sphere drawing
            blending = new BlendState();
            blending.ColorSourceBlend = Blend.SourceAlpha;
            blending.ColorDestinationBlend = Blend.InverseSourceAlpha;
            blending.ColorBlendFunction = BlendFunction.Add;
            notBlending = new BlendState();
            notBlending = display.BlendState;

            // Create and add stage components
            // Create a top-down "Whole stage" camera view, make it first camera in collection.
            topDownCamera = new Camera(this, Camera.CameraEnum.TopDownCamera);
            camera.Add(topDownCamera);
            boundingSphere3D = Content.Load<Model>("boundingSphereV3");
            wayPoint3D = Content.Load<Model>("100x50x100Marker"); //treasure_chest100x50x100Marker

            // Create required entities:
            collidable = new List<Object3D>();
            terrain = new Terrain(this, "terrain", "heightTexture1", "colorTexture1");
            Components.Add(terrain);
            // Load Avatar mesh objects, Avatar meshes do not have textures

            player = new Player(this, "Chaser",
               new Vector3(510 * spacing, terrain.surfaceHeight(510, 507), 507 * spacing),
               new Vector3(0, 1, 0), 0.80f, "redAvatarV3");  // face looking diagonally across stage
            Components.Add(player);
        }