public AnimatableModel(Game1 game, ANSKModelContent model, Vector3 pos) { _game = game; _model = new ANSKModel(model); _modelTexture = null; //_model = ModelRegistry.GetModel("TestNormalBlendOppCorners2"); _ansk = new ANSK( _model, game); //_skinData = _model.Tag as ANSKTagData; //if (_skinData == null) if (_ansk.SkinningAndBasicAnims == null) throw new InvalidOperationException("The model " + _model.ToString() + " does not contain the data needed for animations."); //_player = new AnimationPlayer(_skinData); _player = new AnimationPlayer(_ansk.SkinningAndBasicAnims); _currentClip = null; _player.Looped = false; _collisionSphereRadius = 0.1f; _parentCollisionSphereRadius = 0.6f; GenerateBoundingSpheres(Matrix.Identity); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
private List<Player> _players; // List of players that are registered in the game. Used for Xbox controller input organisation. #endregion Fields #region Constructors public Input(Game1 game) : base(game) { _gamePadToCheck = new List<Buttons>(); _keyboardToCheck = new List<Keys>(); _gamePadCommandsC = new List<Dictionary<Buttons, InputTypeComplex>> (); _keyboardCommandsC = new Dictionary<Keys, InputTypeComplex>(); _mouseCommandsC = new Dictionary<MouseInput.MouseButtonsXNA, InputTypeComplex>(); _mouseCommandsC.Add(MouseInput.MouseButtonsXNA.LeftButton, new InputTypeComplex()); _mouseCommandsC.Add(MouseInput.MouseButtonsXNA.RightButton, new InputTypeComplex()); _mouseCommandsC.Add(MouseInput.MouseButtonsXNA.MiddleButton, new InputTypeComplex()); _mouseCommandsC.Add(MouseInput.MouseButtonsXNA.XButton1, new InputTypeComplex()); _mouseCommandsC.Add(MouseInput.MouseButtonsXNA.XButton2, new InputTypeComplex()); _padEnable = _keyEnable = _mouseEnable = true; for (int i = 0; i < LocalPlayerRegistry.MAX_LOCAL_MACHINE_PLAYERS; i++) { _gamePadCommandsC.Add(new Dictionary<Buttons, InputTypeComplex>()); } _mouse = new MouseInput(game); _mouse.CenterScreen = new Microsoft.Xna.Framework.Vector2(game.GraphicsDevice.DisplayMode.Width / 2, game.GraphicsDevice.DisplayMode.Height / 2); _container = new InputContainer(_gamePadCommandsC, _keyboardCommandsC, _mouseCommandsC, _mouse, this); ReloadPlayerList(); }
public InputTypeComplex(MouseInput.MouseButtonsXNA button, Game1 game) { _button = button; _type = Type.Mouse; _timePressed = 0; _pressed = _prevPressed = false; _mouse = new MouseInput(game); }
public ANSKTest(Game1 game, Vector3 pos, float speed, ANSKModelContent model) : base(game, pos, speed) { _model = new AnimatableModel(game, model, pos); //_model.ChangeAnimationSpeedTicks(-150000f); //Scale(0.3f); }
public GameObject(Game1 game, Vector3 pos, float speed) : base(game, pos, speed) { _game = game; _ref = CollectRefCount(); _cooldownTime = 0; _cooldownTimePast = 0; _hurt = false; _health = 4; }
public GameObject(Game1 game) : base(game) { _game = game; _ref = CollectRefCount(); _cooldownTime = 0; _cooldownTimePast = 0; _hurt = false; _health = 4; }
public DrawableMovableComponent(Game1 game) : base(game) { _pos = Vector3.One; _main = Matrix.Identity; _trans = Matrix.Identity; _rot = Matrix.Identity; _scale = Matrix.Identity; _game = game; _speed = 0; }
public DrawableMovableComponent(Game1 game, Vector3 pos, float speed) : base(game) { _pos = pos; //_trans.Translation = _pos; _trans = Matrix.CreateTranslation(pos); _rot = Matrix.Identity; _scale = Matrix.Identity; _main = Matrix.Identity; _speed = speed; _game = game; }
public MouseInput(Game1 game) { _x = _prevX = _y = _prevY = _scrollV = _prevScrollV = 0; _leftClicked = _prevLeftClick = _rightClicked = _prevRightClick = _middleClicked = _prevMiddleClick = _xButton1Clicked = _prevXButton1Click = _xButton2Clicked = _prevXButton2Click = false; _mouseForcedCenter = false; _game = game; _game.IsMouseVisible = false; }