public FormDebug(GameSession.GameSession RunningGameSession) { this.RunningGameSession = RunningGameSession; InitializeComponent(); this.trackBarYaw.Value = (int)(this.RunningGameSession.LODMap.GetRenderer().SunLight.Yaw / (2 * Math.PI) * 360); this.trackBarPitch.Value = (int)(this.RunningGameSession.LODMap.GetRenderer().SunLight.Pitch / (2 * Math.PI) * 360); this.trackBarRoll.Value = (int)(this.RunningGameSession.LODMap.GetRenderer().SunLight.Roll / (2 * Math.PI) * 360); this.labelLightvalues.Text = "yaw: " + this.RunningGameSession.LODMap.GetRenderer().SunLight.Yaw.ToString("0.00") + " / pitch: " + this.RunningGameSession.LODMap.GetRenderer().SunLight.Pitch.ToString("0.00") + " / roll: " + this.RunningGameSession.LODMap.GetRenderer().SunLight.Roll.ToString("0.00"); this.textBoxShadowPosX.Text = this.RunningGameSession.LODMap.GetRenderer().SunLight.ShadowLightPosition.X.ToString(); this.textBoxShadowPosY.Text = this.RunningGameSession.LODMap.GetRenderer().SunLight.ShadowLightPosition.Y.ToString(); this.textBoxShadowPosZ.Text = this.RunningGameSession.LODMap.GetRenderer().SunLight.ShadowLightPosition.Z.ToString(); this.textBoxlShadowTargetX.Text = this.RunningGameSession.LODMap.GetRenderer().SunLight.ShadowLightTarget.X.ToString(); this.textBoxlShadowTargetY.Text = this.RunningGameSession.LODMap.GetRenderer().SunLight.ShadowLightTarget.Y.ToString(); this.textBoxlShadowTargetZ.Text = this.RunningGameSession.LODMap.GetRenderer().SunLight.ShadowLightTarget.Z.ToString(); this.textBoxShadowFarPlane.Text = this.RunningGameSession.LODMap.GetRenderer().shadowFarPlane.ToString(); this.textBoxShadowBias.Text = (1.0f / this.RunningGameSession.LODMap.GetRenderer().ShadowBias).ToString(); this.textBoxNormalBias.Text = this.RunningGameSession.LODMap.GetRenderer().NormalBias.ToString(); }
public AnimTest(GameSession.GameSession RuningGameSession) : base(RuningGameSession) { this.model = new AnimatedModel("test2/Victoria-hat-tpose"); this.model.LoadContent(this.RunningGameSession.Content); base.model = this.model.model; dance = new AnimatedModel("test2/Victoria-hat-dance"); dance.LoadContent(this.RunningGameSession.Content); // Obtain the clip we want to play. I'm using an absolute index, // because XNA 4.0 won't allow you to have more than one animation // associated with a model, anyway. It would be easy to add code // to look up the clip by name and to index it by name in the model. AnimationClip clip = dance.Clips[0]; // And play the clip AnimationPlayer player = model.PlayClip(clip); player.Looping = true; // this.Rotation = new Vector3(0.0f, 0.0f, (float)(Math.PI/2)); }
public Simulator(GameSession.GameSession RunningGameSession) { EventQueue = new Queue <Event>(); SimEntities = new List <Simulation.Events.EventReceiver>(); this.RunningGameSession = RunningGameSession; MapModified = false; }
public EntityFlyer(GameSession.GameSession RuningGameSession) : base(RuningGameSession) { this.MaxSpeed = 10.0f; this.Velocity = new Vector3(0.0f, 0.0f, -1.0f); this.AddTexture("CubeTex"); this.LoadModel("Models/Cube"); //, this.effect); CorrectBoundingBox = true; this.Type = EntityTypes.FLYER; this.CanBeCommanded = false; this.IsMover = true; }
public LODTerrain(GameSession.GameSession RunningGameSession, int mapNumCellsPerRow, int mapNumCellPerColumn, Effect effect, GraphicsDevice device, GameSession.GameStorage storage) { this.RunningGameSession = RunningGameSession; playerLight = new PPPointLight(new Vector3(0, 0, 0), Color.White * 0.50f, 100); this.playerCamera = this.RunningGameSession.PlayerCamera; modelEffect = this.RunningGameSession.Content.Load <Effect>("PrelightEffects"); CreateNewMap(mapNumCellsPerRow, mapNumCellPerColumn, device, storage); prelightRender = new PrelightingRenderer(this.RunningGameSession, effect, device, entities); this.Initialize(); }
public Lander(GameSession.GameSession RuningGameSession) : base(RuningGameSession) { this.Type = EntityTypes.LANDER; this.CurrentState = States.UNDER_CONSTRUCTION; }
public Foundation(GameSession.GameSession RuningGameSession) : base(RuningGameSession) { this.Type = EntityTypes.FOUNDATION; this.CurrentState = States.UNDER_CONSTRUCTION; }
public DebugState(GameSession.GameSession RunningGameSession) : base(RunningGameSession) { }
// private Vector3 markerLocation; public MousePointerLook(GameSession.GameSession RunningGameSession) : base(RunningGameSession) { }
public AnimTest(GameSession.GameSession RuningGameSession) : base(RuningGameSession) { this.Type = EntityTypes.TEST; this.Isanimated = true; }
public NotifySessionBeginAppServerPacket(GameSession.GameSession session) { Session = session; }
public GameState(GameSession.GameSession RunningGameSession) { this.RunningGameSession = RunningGameSession; }
public WindTower(GameSession.GameSession RuningGameSession) : base(RuningGameSession) { this.Type = EntityTypes.WIND_TOWER; this.CurrentState = States.UNDER_CONSTRUCTION; }
public PlaceBuilding(GameSession.GameSession RunningGameSession) : base(RunningGameSession) { LastSelectedEntityType = Entity.EntityTypes.NONE; }
/// <summary> /// Constructor /// </summary> /// <param name="gameSession">The game session to create this log entry from</param> public GameSessionEntry(GameSession.GameSession gameSession) { MatchName = gameSession.Name; }
public BasicMine(GameSession.GameSession RuningGameSession) : base(RuningGameSession) { this.Type = EntityTypes.BASIC_MINE; }
public FreeLook(GameSession.GameSession RunningGameSession) : base(RunningGameSession) { }
public SolarPlant(GameSession.GameSession RuningGameSession) : base(RuningGameSession) { this.Type = EntityTypes.SOLAR; this.CurrentState = States.UNDER_CONSTRUCTION; }