protected override void Initialize()
        {
            Camera = new Camera(this);
            Camera.Position = new Vector3(15, 15, 30);
            Camera.Target = Camera.Position + Vector3.Normalize(new Vector3(10, 5, 20));

            debugDrawer = new DebugDrawer(this);
            debugDrawer.UpdateOrder = int.MaxValue / 2;

            display = new Display(this);
            display.DrawOrder = int.MaxValue;
            display.DisplayText[5] = "PRESS ENTER TO SHOW SCENE EDITOR";

            quadDrawer = new QuadDrawer(this);

            this.Components.Add(quadDrawer);
            this.Components.Add(display);
            this.Components.Add(debugDrawer);
            this.Components.Add(Camera);
            base.Initialize();
        }
Example #2
0
        /// <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()
        {
            Camera = new Camera(this);
            Camera.Position = new Vector2(0, 10);
            this.Components.Add(Camera);

            DebugDrawer = new DebugDrawer(this);
            this.Components.Add(DebugDrawer);

            Display = new Display(this);
            Display.DrawOrder = int.MaxValue;
            this.Components.Add(Display);

            this.PhysicScenes = new List<Scenes.Scene>();

            foreach (Type type in Assembly.GetExecutingAssembly().GetTypes())
            {
                if (type.Namespace == "JitterDemo.Scenes" && !type.IsAbstract)
                {
                    if (type.Name == "Pyramid") currentScene = PhysicScenes.Count;
                    Scenes.Scene scene = (Scenes.Scene)Activator.CreateInstance(type, this);
                    this.PhysicScenes.Add(scene);
                }
            }

            if (PhysicScenes.Count > 0)
                this.PhysicScenes[currentScene].Build();

            base.Initialize();
        }
Example #3
0
        protected override void Initialize()
        {
            Camera = new Camera(this);
            Camera.Position = new Vector3(15, 15, 30);
            Camera.Target = Camera.Position + Vector3.Normalize(new Vector3(10, 5, 20));
            this.Components.Add(Camera);

            DebugDrawer = new DebugDrawer(this);
            this.Components.Add(DebugDrawer);

            Display = new Display(this);
            Display.DrawOrder = int.MaxValue;
            this.Components.Add(Display);

            primitives[(int)Primitives.box] = new Primitives3D.BoxPrimitive(GraphicsDevice);
            primitives[(int)Primitives.capsule] = new Primitives3D.CapsulePrimitive(GraphicsDevice);
            primitives[(int)Primitives.cone] = new Primitives3D.ConePrimitive(GraphicsDevice);
            primitives[(int)Primitives.cylinder] = new Primitives3D.CylinderPrimitive(GraphicsDevice);
            primitives[(int)Primitives.sphere] = new Primitives3D.SpherePrimitive(GraphicsDevice);

            BasicEffect = new BasicEffect(GraphicsDevice);
            BasicEffect.EnableDefaultLighting();
            BasicEffect.PreferPerPixelLighting = true;

            this.PhysicScenes = new List<Scenes.Scene>();


            foreach (Type type in Assembly.GetExecutingAssembly().GetTypes())
            {
                if (type.Namespace == "JitterDemo.Scenes" && !type.IsAbstract)
                {
                    if (type.Name == "SoftBodyJenga") currentScene = PhysicScenes.Count;
                    Scenes.Scene scene = (Scenes.Scene)Activator.CreateInstance(type, this);
                    this.PhysicScenes.Add(scene);
                }
            }

            if (PhysicScenes.Count > 0)
                this.PhysicScenes[currentScene].Build();

            base.Initialize();
        }