public CircleEffect(GameContext context) : base(context) { _context = context; effect = CGHelper.CreateEffectFx5("Resources\\Shader\\circleShader.fx", context.RenderContext.DeviceManager.Device); beffect = CGHelper.CreateEffectFx5("Resources\\Shader\\convergenceBeam.fx", context.RenderContext.DeviceManager.Device); noiseView = context.LoadTexture("Resources\\Effect\\noise.png"); beamView = context.LoadTexture("Resources\\Effect\\lazer.png"); ShaderResourceView view = context.LoadTexture("Resources\\Effect\\circle.png"); frontCircle = new DividedPlaneBoard(context.RenderContext, view,100, new Vector2(100, 100), new PlaneBoard.PlaneBoardDescription(BlendStateManager.BlendStates.Add, effect, false, RenderFront)); frontCircle.Initialize(); for (int i = 0; i < 3; i++) { subCircle[i] = new PlaneBoard(context.RenderContext, view, new Vector2(30, 30), new PlaneBoard.PlaneBoardDescription(BlendStateManager.BlendStates.Add, effect, false, RenderFront)); subCircle[i].Initialize(); } for (int i = 0; i < 5; i++) { beamEffects[i]=new DividedPlaneBoard(context.RenderContext, view, 100, new Vector2(100, 100), new PlaneBoard.PlaneBoardDescription(BlendStateManager.BlendStates.Add, beffect, false, Renderbeam)); beamEffects[i].Initialize(); } }
public CircleEffect(GameContext context) : base(context) { _context = context; effect = CGHelper.CreateEffectFx5("Resources\\Shader\\circleShader.fx", context.RenderContext.DeviceManager.Device); beffect = CGHelper.CreateEffectFx5("Resources\\Shader\\convergenceBeam.fx", context.RenderContext.DeviceManager.Device); noiseView = context.LoadTexture("Resources\\Effect\\noise.png"); beamView = context.LoadTexture("Resources\\Effect\\lazer.png"); ShaderResourceView view = context.LoadTexture("Resources\\Effect\\circle.png"); frontCircle = new DividedPlaneBoard(context.RenderContext, view, 100, new Vector2(100, 100), new PlaneBoard.PlaneBoardDescription(BlendStateManager.BlendStates.Add, effect, false, RenderFront)); frontCircle.Initialize(); for (int i = 0; i < 3; i++) { subCircle[i] = new PlaneBoard(context.RenderContext, view, new Vector2(30, 30), new PlaneBoard.PlaneBoardDescription(BlendStateManager.BlendStates.Add, effect, false, RenderFront)); subCircle[i].Initialize(); } for (int i = 0; i < 5; i++) { beamEffects[i] = new DividedPlaneBoard(context.RenderContext, view, 100, new Vector2(100, 100), new PlaneBoard.PlaneBoardDescription(BlendStateManager.BlendStates.Add, beffect, false, Renderbeam)); beamEffects[i].Initialize(); } }
public BulletEffect(GameContext context) : base(context) { game = context; effect = CGHelper.CreateEffectFx5("Resources\\Shader\\bulletShader.fx", context.RenderContext.DeviceManager.Device); bulletTexture = context.LoadTexture("Resources\\Effect\\thunder.png"); board = new DividedPlaneBoard(context.RenderContext, bulletTexture, 100, new Vector2(10, 10), new PlaneBoard.PlaneBoardDescription(BlendStateManager.BlendStates.Add, effect, false, SubscribeLazerEffectVariable)); board.Initialize(); }
public BulletEffect(GameContext context) : base(context) { game = context; effect=CGHelper.CreateEffectFx5("Resources\\Shader\\bulletShader.fx",context.RenderContext.DeviceManager.Device); bulletTexture = context.LoadTexture("Resources\\Effect\\thunder.png"); board=new DividedPlaneBoard(context.RenderContext,bulletTexture,100,new Vector2(10,10),new PlaneBoard.PlaneBoardDescription(BlendStateManager.BlendStates.Add, effect,false,SubscribeLazerEffectVariable)); board.Initialize(); }