Example #1
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            _scene.Update((float)gameTime.ElapsedGameTime.TotalSeconds);

            MouseState mouse = Mouse.GetState();
            KeyboardState keyboard = Keyboard.GetState();

            Game.IsMouseVisible = false;
            if (mouse.IsButtonDown(MouseButtons.Right))
            {
                var mousePosition = new Vector2(mouse.X, mouse.Y);
                var mouseDelta = mousePosition - _resolution.Value / 2;

                _cameraRotation.Y -= mouseDelta.X * gameTime.Seconds() * 0.1f;
                _cameraRotation.X -= mouseDelta.Y * gameTime.Seconds() * 0.1f;

                var rotation = Matrix4x4.CreateFromYawPitchRoll(_cameraRotation.Y, _cameraRotation.X, _cameraRotation.Z);
                var forward = Vector3.TransformNormal(-Vector3.UnitZ, rotation);
                var right = Vector3.TransformNormal(Vector3.UnitX, rotation);

                if (keyboard.IsKeyDown(Keys.W))
                    _cameraPosition += forward * gameTime.Seconds() * 50;
                if (keyboard.IsKeyDown(Keys.S))
                    _cameraPosition -= forward * gameTime.Seconds() * 50f;
                if (keyboard.IsKeyDown(Keys.A))
                    _cameraPosition -= right * gameTime.Seconds() * 50f;
                if (keyboard.IsKeyDown(Keys.D))
                    _cameraPosition += right * gameTime.Seconds() * 50f;

                Matrix4x4 invView;
                Matrix4x4.Invert(rotation * Matrix4x4.CreateTranslation(_cameraPosition), out invView);
                _camera.View = invView;

                Mouse.SetPosition((int)_resolution.Value.X / 2, (int)_resolution.Value.Y / 2);
                //camera.View = Matrix.CreateLookAt(new Vector3(0, 60, -7), new Vector3(50, 30, -50), Vector3.Up);
            }
        }
Example #2
0
 /// <summary>
 /// Updates the transition.
 /// </summary>
 /// <param name="gameTime">Game time.</param>
 public void Update(GameTime gameTime)
 {
     var dt = gameTime.Seconds();
     if (_targettingOn)
     {
         if (_onTime.Ticks == 0)
             _progress = 1;
         else
             _progress = MathHelper.Clamp(_progress + (dt / (float)_onTime.TotalSeconds), 0, 1);
     }
     else
     {
         if (_offTime.Ticks == 0)
             _progress = 0;
         else
             _progress = MathHelper.Clamp(_progress - (dt / (float)_offTime.TotalSeconds), 0, 1);
     }
 }
Example #3
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            _scene.Update((float)gameTime.ElapsedGameTime.TotalSeconds);

            var deltaTime = gameTime.Seconds();
            var time = gameTime.TotalSeconds();

            MouseState mouse = Mouse.GetState();
            KeyboardState keyboard = Keyboard.GetState();

            foreach (var decals in _scene.Entities.Select(a => a.GetBehaviour<Decal>(null)).Where(a => a != null))
                decals.Color = new Vector4((float)(time % 1), 1, 1, 1);

            Game.IsMouseVisible = false;
            if (mouse.IsButtonDown(MouseButtons.Right))
            {
                var resolution = new Vector2(Game.GraphicsDevice.Viewport.Width, Game.GraphicsDevice.Viewport.Height);
                var mousePosition = new Vector2(mouse.X, mouse.Y);
                var mouseDelta = mousePosition - resolution / 2;

                _cameraRotation.Y -= mouseDelta.X * deltaTime * 0.1f;
                _cameraRotation.X -= mouseDelta.Y * deltaTime * 0.1f;

                var rotation = Matrix4x4.CreateFromYawPitchRoll(_cameraRotation.Y, _cameraRotation.X, _cameraRotation.Z);
                var forward = Vector3.TransformNormal(-Vector3.UnitZ, rotation);
                var right = Vector3.TransformNormal(Vector3.UnitX, rotation);

                if (keyboard.IsKeyDown(Keys.W))
                    _cameraPosition += forward * deltaTime * 50;
                if (keyboard.IsKeyDown(Keys.S))
                    _cameraPosition -= forward * deltaTime * 50f;
                if (keyboard.IsKeyDown(Keys.A))
                    _cameraPosition -= right * deltaTime * 50f;
                if (keyboard.IsKeyDown(Keys.D))
                    _cameraPosition += right * deltaTime * 50f;

                _camera.View = Matrix4x4.CreateLookAt(_cameraPosition, _cameraPosition + forward, Vector3.Cross(right, forward));

                Mouse.SetPosition((int)resolution.X / 2, (int)resolution.Y / 2);
            }
        }