/// <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. /// First, add all required contest: Inspector, Cameras, Terrain, Agents /// Second, add all optional (scene specific) content /// </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> ("Consolas"); // Windows XNA && MonoGames // set window size if (runFullScreen) { graphics.IsFullScreen = true; graphics.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width; graphics.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height; } else // run with window values { graphics.PreferredBackBufferWidth = windowWidth; graphics.PreferredBackBufferHeight = windowHeight; } graphics.ApplyChanges(); // viewports defaultViewport = GraphicsDevice.Viewport; inspectorViewport = defaultViewport; sceneViewport = defaultViewport; inspectorViewport.Height = InfoPaneSize * inspectorFont.LineSpacing; inspectorProjection = Matrix.CreatePerspectiveFieldOfView(fov, inspectorViewport.Width / inspectorViewport.Height, hither, yon); sceneViewport.Height = defaultViewport.Height - inspectorViewport.Height; sceneViewport.Y = inspectorViewport.Height; sceneProjection = Matrix.CreatePerspectiveFieldOfView(fov, sceneViewport.Width / sceneViewport.Height, hither, yon); // 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, "Academic Graphics MonoGames 3.6 Starter Kit for CSUN Comp 565 assignments."); inspector.setInfo(1, "Press keyboard for input (not case sensitive 'H' || 'h') 'Esc' to quit"); inspector.setInfo(2, "Inspector toggles: 'H' help or info 'M' matrix or info 'I' displays next info pane 'A' Treasure info."); 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' || 'X' cameras, 'T' fixed updates"); // initialize empty info strings for (int i = 5; i < 20; i++) { inspector.setInfo(i, " "); } // 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 // You must have a TopDownCamera, BoundingSphere3D, WayPoint3D, Terrain, and Agents (player, npAgent) in your stage! // Place objects at a position, provide rotation axis and rotation radians. // All location vectors are specified relative to the center of the stage. // 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>("boundingSphereV8"); wayPoint3D = Content.Load <Model>("100x50x100Marker"); // model for navigation node display // Create required entities: collidable = new List <Object3D>(); // collection of objects to test for collisions terrain = new Terrain(this, "terrain", "heightTexture", "colorTexture"); Components.Add(terrain); // Load Agent mesh objects, meshes do not have textures player = new Player(this, "Chaser", new Vector3(510 * spacing, terrain.surfaceHeight(510, 507), 507 * spacing), //new Vector3(75502, 60, 75441), new Vector3(0, 1, 0), 0.78f, "redAvatarV6"); // face looking diagonally across stage //new Vector3(0, 1, 0), 0.78f, "jiggy"); player.IsCollidable = true; // test collisions for player Components.Add(player); npAgent = new NPAgent(this, "Evader", new Vector3(490 * spacing, terrain.surfaceHeight(490, 450), 450 * spacing), //new Vector3(0, 1, 0), 0.0f, "magentaAvatarV6"); // facing +Z new Vector3(0, 1, 0), 0.0f, "bb"); // Changed the NPAgent to use a custom mesh************************************************* npAgent.IsCollidable = true; // npAgent does not test for collisions Components.Add(npAgent); // create file output stream for trace() fout = new StreamWriter("trace.txt", false); Trace = string.Format("{0} trace output from AGMGSKv8", DateTime.Today.ToString("MMMM dd, yyyy")); // ------ The wall and pack are required for Comp 565 projects, but not AGMGSK --------- // create walls for navigation algorithms Wall wall = new Wall(this, "wall", "100x100x100Brick"); Components.Add(wall); // create a pack for "flocking" algorithms // create a Pack of 6 dogs centered at (450, 500) that is leaderless pack = new Pack(this, "dog", "dogV6", 15, 450, 430, player.AgentObject); Components.Add(pack); // ----------- OPTIONAL CONTENT HERE ----------------------- // Load content for your project here // Load in 4 treasures placed around the map ******************************************************** treasure1 = new AGProject1.Treasure(this, "t1"); treasure1.addObject(new Vector3(496 * spacing, terrain.surfaceHeight(496, 500), 500 * spacing), 0); Components.Add(treasure1); treasure2 = new AGProject1.Treasure(this, "t2"); treasure2.addObject(new Vector3(447 * spacing, terrain.surfaceHeight(447, 453), 453 * spacing), 0); Components.Add(treasure2); treasure3 = new AGProject1.Treasure(this, "t3"); treasure3.addObject(new Vector3(100 * spacing, terrain.surfaceHeight(100, 100), 100 * spacing), 0); Components.Add(treasure3); treasure4 = new AGProject1.Treasure(this, "t4"); treasure4.addObject(new Vector3(200 * spacing, terrain.surfaceHeight(200, 400), 400 * spacing), 0); Components.Add(treasure4); // create a temple Model3D m3d = new Model3D(this, "temple", "templeV3"); m3d.IsCollidable = true; // must be set before addObject(...) and Model3D doesn't set it m3d.addObject(new Vector3(340 * spacing, terrain.surfaceHeight(340, 340), 340 * spacing), new Vector3(0, 1, 0), 0.79f); // , new Vector3(1, 4, 1)); Components.Add(m3d); // create 10 clouds Cloud cloud = new Cloud(this, "cloud", "cloudV3", 10); // Set initial camera and projection matrix setCamera(1); // select the "whole stage" camera Components.Add(cloud); // Describe the scene created Trace = string.Format("scene created:"); Trace = string.Format("\t {0,4:d} components", Components.Count); Trace = string.Format("\t {0,4:d} collidable objects", Collidable.Count); Trace = string.Format("\t {0,4:d} cameras", camera.Count); }
/// <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. /// First, add all required contest: Inspector, Cameras, Terrain, Agents /// Second, add all optional (scene specific) content /// </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>("Consolas"); // Windows XNA && MonoGames // set window size if (runFullScreen) { graphics.IsFullScreen = true; graphics.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width; graphics.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height; } else { // run with window values graphics.PreferredBackBufferWidth = windowWidth; graphics.PreferredBackBufferHeight = windowHeight; } graphics.ApplyChanges(); // viewports defaultViewport = GraphicsDevice.Viewport; inspectorViewport = defaultViewport; sceneViewport = defaultViewport; inspectorViewport.Height = InfoPaneSize * inspectorFont.LineSpacing; inspectorProjection = Matrix.CreatePerspectiveFieldOfView(fov, inspectorViewport.Width / inspectorViewport.Height, hither, yon); sceneViewport.Height = defaultViewport.Height - inspectorViewport.Height; sceneViewport.Y = inspectorViewport.Height; sceneProjection = Matrix.CreatePerspectiveFieldOfView(fov, sceneViewport.Width / sceneViewport.Height, hither, yon); // 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, "Academic Graphics MonoGames 3.6 Starter Kit for CSUN Comp 565 assignments."); inspector.setInfo(1, "Press keyboard for input (not case sensitive 'H' || 'h') 'Esc' to quit"); 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' || 'X' cameras, 'T' fixed updates"); // initialize empty info strings for (int i = 5; i < 20; i++) { inspector.setInfo(i, " "); } // 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 // You must have a TopDownCamera, BoundingSphere3D, WayPoint3D, Terrain, and Agents (player, npAgent) in your stage! // Place objects at a position, provide rotation axis and rotation radians. // All location vectors are specified relative to the center of the stage. // 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>("boundingSphereV8"); wayPoint3D = Content.Load <Model>("100x50x100Marker"); // model for navigation node display // Create required entities: collidable = new List <Object3D>(); // collection of objects to test for collisions terrain = new Terrain(this, "terrain", "heightTexture", "colorTexture"); Components.Add(terrain); // Note: m3dTreasures need to be loaded before NPAgent or else we are a passing a null // instance of the parameter into npAgent. m3dTreasures = new Treasures(this, "treasure", "treasure"); Components.Add(m3dTreasures); // Load Agent mesh objects, 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), 0.78f, "redAvatarV6"); // face looking diagonally across stage player.IsCollidable = true; // test collisions for player Components.Add(player); npAgent = new NPAgent(this, "Evader", new Vector3(490 * spacing, terrain.surfaceHeight(490, 450), 450 * spacing), new Vector3(0, 1, 0), 0.0f, "magentaAvatarV6", m3dTreasures); // facing +Z npAgent.IsCollidable = false; // alter depending on whether we want a collidable npAgent or not -JC Components.Add(npAgent); // create file output stream for trace() fout = new StreamWriter("trace.txt", false); Trace = string.Format("{0} trace output from AGMGSKv8", DateTime.Today.ToString("MMMM dd, yyyy")); // ------ The wall and pack are required for Comp 565 projects, but not AGMGSK --------- // create walls for navigation algorithms Wall wall = new Wall(this, "wall", "100x100x100Brick"); Components.Add(wall); // create a pack for "flocking" algorithms // create a Pack of 6 dogs centered at (450, 500) that is leaderless //Pack pack = new Pack(this, "dog", "dogV6", 6, 450, 430, null); //Components.Add(pack); Random random = new Random(); pack = new Pack(this, "dog", "dogV6", player.AgentObject); Components.Add(pack); for (int x = -9; x < 10; x += 6) { for (int z = -3; z < 4; z += 6) { float scale = (float)(0.5 + random.NextDouble()); float xPos = (480 + x) * spacing; // position of pack float zPos = (480 + z) * spacing; pack.addObject( new Vector3(xPos, terrain.surfaceHeight((int)xPos / spacing, (int)zPos / spacing), zPos), new Vector3(0, 1, 0), 0.0f, new Vector3(scale, scale, scale)); } } // ----------- OPTIONAL CONTENT HERE ----------------------- // Load content for your project here // Project needs custom/extra models and treasures. // I'll load those in here. /*Model3D treasure = new Model3D(this, "treasure1", "box"); * treasure.IsCollidable = true; * treasure.addObject(new Vector3(500 * spacing, terrain.surfaceHeight(500, 500), 500 * spacing), * new Vector3(0, 1, 0), 0.79f); * Components.Add(treasure);*/ // create a temple Model3D m3d = new Model3D(this, "temple", "templeV3"); m3d.IsCollidable = true; // must be set before addObject(...) and Model3D doesn't set it m3d.addObject(new Vector3(340 * spacing, terrain.surfaceHeight(340, 340), 340 * spacing), new Vector3(0, 1, 0), 0.79f); // , new Vector3(1, 4, 1)); Components.Add(m3d); /*TreasureList = new Treasures(this, "treasures", "treasure", false); * Components.Add(TreasureList);*/ /* //create treasure at location (447,453) * int xCoord; * int zCoord; * m3d = new Model3D(this, "treasure1", "treasure"); * m3d.IsCollidable = true; * xCoord = 447; * zCoord = 453; * m3d.addObject(new Vector3(xCoord * spacing, terrain.surfaceHeight(xCoord, zCoord), zCoord * spacing), * Vector3.Up, 0.0f); * Components.Add(m3d); * * //create treasure at location (320, 320) * m3d = new Model3D(this, "treasure2", "treasure"); * m3d.IsCollidable = true; * xCoord = 320; * zCoord = 320; * m3d.addObject(new Vector3(xCoord * spacing, terrain.surfaceHeight(xCoord, zCoord), zCoord * spacing), * Vector3.Up, 0.0f); * Components.Add(m3d); * * //create treasure at location (100, 400) * m3d = new Model3D(this, "treasure3", "treasure"); * m3d.IsCollidable = true; * xCoord = 100; * zCoord = 400; * m3d.addObject(new Vector3(xCoord * spacing, terrain.surfaceHeight(xCoord, zCoord), zCoord * spacing), * Vector3.Up, 0.0f); * Components.Add(m3d); * * //create treasure at location (200, 300) * m3d = new Model3D(this, "treasure4", "treasure"); * m3d.IsCollidable = true; * xCoord = 200; * zCoord = 300; * m3d.addObject(new Vector3(xCoord * spacing, terrain.surfaceHeight(xCoord, zCoord), zCoord * spacing), * Vector3.Up, 0.0f); * Components.Add(m3d);*/ // create 20 clouds Cloud cloud = new Cloud(this, "cloud", "cloudV3", 20); // Set initial camera and projection matrix setCamera(1); // select the "whole stage" camera Components.Add(cloud); // Describe the scene created Trace = string.Format("scene created:"); Trace = string.Format("\t {0,4:d} components", Components.Count); Trace = string.Format("\t {0,4:d} collidable objects", Collidable.Count); Trace = string.Format("\t {0,4:d} cameras", camera.Count); }