public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 320; // windows width graphics.PreferredBackBufferHeight = 240; // windwos height camera = new Camera(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight,8,8); // 8 brickcs scaling to fit on screen if lower the other will get outside screen }
public Game1() { graphics = new GraphicsDeviceManager(this); camera = new Camera(graphics); Content.RootDirectory = "Content"; Window.AllowUserResizing = true; graphics.PreferredBackBufferHeight = 620; graphics.PreferredBackBufferWidth = 480; }
public chessBoard() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.IsFullScreen = false; graphics.PreferredBackBufferHeight = 320; graphics.PreferredBackBufferWidth = 240; graphics.ApplyChanges(); camera = new Camera(graphics); }
public Tank(Model model, GraphicsDevice device, Camera camera) : base(model) { mousePick = new MousePick(device, camera); turretBone = model.Bones["turret_geo"]; wheels = new ModelBone[4]; wheels[0] = model.Bones["r_front_wheel_geo"]; wheels[1] = model.Bones["r_back_wheel_geo"]; wheels[2] = model.Bones["l_front_wheel_geo"]; wheels[3] = model.Bones["l_back_wheel_geo"]; speed = 10f; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here device = graphics.GraphicsDevice; modelManager = new ModelManager(this); Components.Add(modelManager); camera = new Camera(this,new Vector3(0,400 ,500), new Vector3(0,25,0), Vector3.Up); this.IsMouseVisible = true; Components.Add(camera); primitive = new Primitive(this, camera,device); Components.Add(primitive); base.Initialize(); }
public virtual void Draw(GraphicsDevice device, Camera camera) { Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.View = camera.view; effect.Projection = camera.projection; effect.TextureEnabled = true; effect.Alpha = 1; //effect.World = mesh.ParentBone.Transform*Getworld(); effect.World = transforms[mesh.ParentBone.Index] * Getworld(); } mesh.Draw(); } }
public MousePick(GraphicsDevice device, Camera camera) { this.device = device; this.camera = camera; }
public override void Draw(GraphicsDevice device, Camera camera) { base.Draw(device, camera); }
public Primitive(Game game, Camera camera, GraphicsDevice device) : base(game) { this.camera = camera; pick = new MousePick(device, camera); }
public override void Draw(GraphicsDevice device, Camera camera) { device.SamplerStates[0] = SamplerState.LinearWrap; base.Draw(device, camera); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here camera = new Camera(this, new Vector3(0, 0, 5), Vector3.Zero,new Vector3(0,1,0)); Components.Add(camera); rotation = Matrix.Identity; translation = Matrix.Identity; scale = Matrix.Identity; base.Initialize(); }
public override void Draw(GraphicsDevice device, Camera camera) { skyBox = scale * Matrix.CreateTranslation((camera.cameraPosition) - new Vector3 (0,camera.cameraPosition.Y,0)); device.SamplerStates[0] = SamplerState.LinearClamp; base.Draw(device, camera); }