Example #1
0
        /// <summary>
        /// Draws the effect on the screen.
        /// </summary>
        /// <param name="device"></param>
        /// <param name="camera"></param>
        public override void Draw(GraphicsDevice device, Camera camera)
        {
            device.BlendState = BlendState.AlphaBlend;
              device.DepthStencilState = DepthStencilState.Default;

              if (mGameObject is IMovable)
              {
            //calc direction and angle
            Vector3 direction = GetPosition() - mLastPosition;

            if (direction != Vector3.Zero)
            {
              direction.Normalize();
              var modelOrientation = new Vector3(0, 1, 0);

              float factor = (direction.X - modelOrientation.X) > 0 ? 1 : -1;
              var angle = (float) Math.Acos(Vector3.Dot(modelOrientation,
                                                    direction));

              mOrientationAngle = (float) Math.PI - angle * factor;
            }
            mLastPosition = GetPosition();
              }

              device.BlendState = BlendState.AlphaBlend;
              device.RasterizerState = RasterizerState.CullNone;

              Matrix worldMatrix =
            Matrix.CreateScale(mScale)
            * Matrix.CreateRotationY(mRot.Y)
            * Matrix.CreateRotationZ(mOrientationAngle)
            * Matrix.CreateTranslation(GetPosition());

              mModel.Draw(worldMatrix, camera.mViewMatrix, camera.mProjectionMatrix);
        }
Example #2
0
        /// <summary>
        /// Draws the current subsprite on the screen.
        /// </summary>
        /// <param name="spriteBatch"></param>
        /// <param name="camera"></param>
        public void Draw(SpriteBatch spriteBatch, Camera camera)
        {
            Vector3 screenPos = camera.SpaceToScreenPosition(mPosition);
              Vector3 scale = camera.SpaceToScreenPosition(mPosition + Vector3.UnitX) - screenPos;
              scale *= mScale;

              var currentSpriteInt = (int) mCurrentSprite;
              var destRect = new Rectangle((int) (screenPos.X - mSpriteWidth / 2f * scale.X),
                                   (int) (screenPos.Y - mSpriteHeight / 2f * scale.X),
                                   (int) (mSpriteWidth * scale.X),
                                   (int) (mSpriteHeight * scale.X));

              var sourceRect = new Rectangle((currentSpriteInt % mSpriteCollums) * mSpriteWidth,
                                     (currentSpriteInt / mSpriteRows) * mSpriteHeight,
                                     mSpriteWidth,
                                     mSpriteHeight);

              spriteBatch.Draw(mTexture, destRect, sourceRect, mColor);

              // proceed to next sprite
              mCurrentSprite += mSpeed;

              if (mCurrentSprite > mSpriteCollums * mSpriteRows)
              {
            if (mSelfDestruction)
              GraphicObjectManager.GetInstance().RemoveExplosion(this);
            else
              mCurrentSprite %= mSpriteCollums * mSpriteRows;
              }
        }
Example #3
0
 /// <summary>
 /// Inits the reference vars and the parallax effect
 /// </summary>
 /// <param name="device"></param>
 /// <param name="camera"></param>
 /// <param name="content"> </param>
 public void Init(GraphicsDevice device, Camera camera, ContentManager content)
 {
     mDevice = device;
       mContent = content;
       mSpriteBatch = new SpriteBatch(mDevice);
       mCamera = camera;
       mEffect = mContent.Load<Effect>("Shader/parallax");
 }
Example #4
0
        public void Init(Camera camera, List<GraphicObject> list)
        {
            mCamera = camera;
              mGraphicObjects = list;

              mRectOriginX = Mouse.GetState().X;
              mRectOriginY = Mouse.GetState().Y;
              mRectSelectEnable = false;

              mSelectedObjects = new List<GraphicObject>();
        }
Example #5
0
        public override void Draw(GraphicsDevice device, Camera camera)
        {
            Color color = Color.LightBlue;
              float width = 10 + (float) Math.Sin(mBeamWobble) * 2;
              mBeamWobble += 0.5f;
              var beam = mGameObject as Laser;
              if (beam == null)
            return;

              var startPos = new Vector3(beam.mStartPosition, 0);
              var endPos = new Vector3(beam.mTargetPosition, 0);

              Vector3 startPosSurface = startPos + 100 / (endPos - startPos).Length() * (endPos - startPos);
              Vector3 endPosSurface = endPos - 100 / (endPos - startPos).Length() * (endPos - startPos);

              double angle = Math.PI / 2 + Math.Atan2(endPos.Y - startPos.Y, endPos.X - startPos.X);
              Vector3 side = new Vector3((float) Math.Cos(angle), (float) Math.Sin(angle), 0) * width;

              mVertices[0] = new VertexPositionColor(startPosSurface, color);
              mVertices[1] = new VertexPositionColor(startPosSurface + side, Color.Transparent);
              mVertices[2] = new VertexPositionColor(endPosSurface + side, Color.Transparent);
              mVertices[3] = new VertexPositionColor(startPosSurface, color);
              mVertices[4] = new VertexPositionColor(endPosSurface + side, Color.Transparent);
              mVertices[5] = new VertexPositionColor(endPosSurface, color);

              mVertices[6] = new VertexPositionColor(startPosSurface, color);
              mVertices[7] = new VertexPositionColor(endPosSurface, color);
              mVertices[8] = new VertexPositionColor(endPosSurface - side, Color.Transparent);
              mVertices[9] = new VertexPositionColor(startPosSurface, color);
              mVertices[10] = new VertexPositionColor(endPosSurface - side, Color.Transparent);
              mVertices[11] = new VertexPositionColor(startPosSurface - side, Color.Transparent);

              Matrix worldMatrix =
            Matrix.CreateScale(mScale);

              mEffect.Parameters["World"].SetValue(worldMatrix);
              mEffect.Parameters["View"].SetValue(camera.mViewMatrix);
              mEffect.Parameters["Projection"].SetValue(camera.mProjectionMatrix);

              mEffect.Techniques[0].Passes[0].Apply();

              device.BlendState = BlendState.AlphaBlend;
              device.DrawUserPrimitives(PrimitiveType.TriangleList, mVertices, 0, 4, VertexPositionColor.VertexDeclaration);
        }
        public void Init(GraphicsDevice device,
            ContentManager content,
            GraphicObjectManager graphicObjMgr,
            Renderer renderer)
        {
            mSelectionManager.Init(renderer.GetCamera(), graphicObjMgr.GetList());
              mSound.Init(content);
              graphicObjMgr.SetSoundRef(mSound);

              mGom = GameObjectManager.GetInstance();

              mDevice = device;
              mRenderer = renderer;
              mCamera = mRenderer.GetCamera();

              mInput.Init();
              mInput.SetKey(new KeyAssignment(Keys.Escape, MenuSwitch));

              mInput.SetKey(new KeyAssignment(Keys.F1, ShowHelpScreen));
              mInput.SetKey(new KeyAssignment(Keys.F2, ShowStatsScreen));

              mInput.SetKey(new KeyAssignment(Keys.F4, LoadGame));
              mInput.SetKey(new KeyAssignment(Keys.F5, SaveGame));

              mInput.SetKey(new KeyAssignment(Keys.LeftControl, LeftControlHelper));
              mInput.SetKey(new KeyAssignment(Keys.RightControl, mSelectionManager.SetMultiSelection));
              mInput.SetKey(new KeyAssignment(Keys.LeftShift, ShiftClickHelper));

              mInput.SetKey(new KeyAssignment(Keys.W, mCamera.MoveCameraUp, false));
              mInput.SetKey(new KeyAssignment(Keys.A, mCamera.MoveCameraLeft, false));
              mInput.SetKey(new KeyAssignment(Keys.S, mCamera.MoveCameraDown, false));
              mInput.SetKey(new KeyAssignment(Keys.D, mCamera.MoveCameraRight, false));
              mInput.SetKey(new KeyAssignment(Keys.OemPlus, mCamera.ZoomIn, false));
              mInput.SetKey(new KeyAssignment(Keys.OemMinus, mCamera.ZoomOut, false));

              mInput.SetKey(new KeyAssignment(Keys.X, mInput.SetHotkey, 0)); // StarFleet/Interceptor
              mInput.SetKey(new KeyAssignment(Keys.C, mInput.SetHotkey, 1)); // MinionBoost/Predator
              mInput.SetKey(new KeyAssignment(Keys.V, mInput.SetHotkey, 2)); // Satelite/Defender
              mInput.SetKey(new KeyAssignment(Keys.B, mInput.SetHotkey, 3)); // Shield
              mInput.SetKey(new KeyAssignment(Keys.N, mInput.SetHotkey, 4)); // Deathstar

              mInput.SetKey(new KeyAssignment(Keys.F10, mRenderer.ToggleFogOfWar));
        }
Example #7
0
 public Renderer()
 {
     mCamera = new Camera();
 }
Example #8
0
 /// <summary>
 /// Draws the object on the screen.
 /// </summary>
 /// <param name="device"></param>
 /// <param name="camera"></param>
 public abstract void Draw(GraphicsDevice device, Camera camera);
Example #9
0
        /// <summary>
        /// Draws the model on the screen.
        /// </summary>
        /// <param name="device"></param>
        /// <param name="camera"></param>
        public override void Draw(GraphicsDevice device, Camera camera)
        {
            device.BlendState = BlendState.Opaque;
              device.DepthStencilState = DepthStencilState.Default;
              device.RasterizerState = RasterizerState.CullCounterClockwise;

              if (mGameObject is IMovable && !(mGameObject is DeathStar))
              {
            //calc direction and angle
            Vector3 direction = GetPosition() - mLastPosition;

            if (direction != Vector3.Zero)
            {
              direction.Normalize();
              var modelOrientation = new Vector3(0, 1, 0);

              float factor = (direction.X - modelOrientation.X) > 0 ? 1 : -1;
              var angle = (float) Math.Acos(Vector3.Dot(modelOrientation,
                                                    direction));

              mOrientationAngle = (float) Math.PI - angle * factor;
            }
            mLastPosition = GetPosition();
              }

              if (mGameObject is Planet)
            mRot.Y += 0.001f;
              else if (mGameObject is Asteroid)
              {
            mRot.X += 0.001f;
            mRot.Y += 0.001f;
            mRot.Z += 0.001f;
              }

              Matrix worldMatrix =
            Matrix.CreateScale(mScale)
            * Matrix.CreateRotationX(mRot.X)
            * Matrix.CreateRotationY(mRot.Y)
            * Matrix.CreateRotationZ(mRot.Z + mOrientationAngle)
            * Matrix.CreateTranslation(GetPosition());

              mEffect.Parameters["xWorldViewProjection"].SetValue(worldMatrix * camera.mViewMatrix * camera.mProjectionMatrix);
              mEffect.Parameters["xWorld"].SetValue(worldMatrix);
              mEffect.Parameters["xTexture"].SetValue(mTexture);
              mEffect.Parameters["xLightPos"].SetValue(GetPosition() + new Vector3(1, -1, 0) * 10000);
              mEffect.Parameters["xLightPower"].SetValue(2);
              mEffect.Parameters["xAmbient"].SetValue(0.2f);
              mEffect.CurrentTechnique = mEffect.Techniques["Simplest"];

              if (!(mGameObject is DeathStar))
              {
            foreach (ModelMesh modelMesh in mModel.Meshes)
            {
              foreach (ModelMeshPart modelMeshPart in modelMesh.MeshParts)
              {
            modelMeshPart.Effect = mEffect;
              }

              modelMesh.Draw();
            }
              }
              else
            mModel.Draw(worldMatrix, camera.mViewMatrix, camera.mProjectionMatrix);
        }