Example #1
0
        //players = 1 or 2
        //sections = 1,2 or 3 (small, medium, long) ---> has scaling factor. default set to 6
        //difficulty = 1, 2, or 3 (easy, medium, hard)
        public GameLayer(int players, int numSections, int difficulty) : base()
        {
            cooloffBlue = 2000;
            cooloffGreen = 2000;
            // Screen layer attributes
            numPlayers = players;
            numSectionScalingFactor = 6;
            isTransparent = false;
            transitionOnTime = TimeSpan.FromSeconds(0.6);
            transitionOffTime = TimeSpan.FromSeconds(0.5);

            // 3D view vars
            viewport = Globals.graphics.GraphicsDevice.Viewport;

            // drawable layers
            canvas = new SpriteBatch(Globals.graphics.GraphicsDevice);
            game3DLayer = new RenderTarget2D(
                Globals.graphics.GraphicsDevice,
                viewport.Width,
                viewport.Height,
                false,
                SurfaceFormat.Color,
                DepthFormat.Depth24,
                0,
                RenderTargetUsage.DiscardContents);

            // Create the renderer, this renderer binds to the graphics device and with the given width and height, is used to 
            // draw everything on each frame
            renderer = new Renderer(Globals.graphics.GraphicsDevice, Globals.content, viewport.Width, viewport.Height);

            // The light and mesh container is used to store mesh and light obejcts. This is just for RENDERING. Not for DRAWING
            sceneGraph = new BlockBasedSceneGraph(numSections * numSectionScalingFactor);
            sceneGraph.SetSubMeshDelegate(delegate(Mesh.SubMesh subMesh) 
            {                
                renderer.SetupSubMesh(subMesh);
                subMesh.RenderEffect.AmbientParameter.SetValue(Vector4.Zero);
            });
            sceneGraph.SetLightDelegate(delegate(Light l) { });

            // Load the Game
            //second number is number of players
            
            Globals.gameInstance = new RealGame(numSections * numSectionScalingFactor, numPlayers, sceneGraph);

            cameraController = new CameraController(viewport, Matrix.Identity);
            cameraController.Fit(Globals.gameInstance.GetCriticalPoints());
            cameraController.MoveToTarget();            
        }
Example #2
0
        //construct
        public MenuBackground()
        {
            viewport = Globals.graphics.GraphicsDevice.Viewport;

            // Create the renderer, this renderer binds to the graphics device and with the given width and height, is used to 
            // draw everything on each frame
            renderer = new Renderer(Globals.graphics.GraphicsDevice, Globals.content, viewport.Width, viewport.Height);

            // The light and mesh container is used to store mesh and light obejcts. This is just for RENDERING. Not for DRAWING
            lightAndMeshContainer = new SimpleSceneGraph(); 
            lightAndMeshContainer.SetSubMeshDelegate(delegate(Mesh.SubMesh subMesh)
            {
                renderer.SetupSubMesh(subMesh);
                subMesh.RenderEffect.AmbientParameter.SetValue(Vector4.Zero);
            });
            lightAndMeshContainer.SetLightDelegate(delegate(Light l) { });

            camera = new Camera();
            camera.Aspect = viewport.AspectRatio;
            camera.NearClip = 0.1f;
            camera.FarClip = 1000;
            camera.Viewport = viewport;
            camera.Transform = Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(170),-0.3f,0) * Matrix.CreateTranslation(2,5f,-4);

            Mesh m = new Mesh();
            m.Model = AssetLoader.mdl_menuscene;
            m.Transform = Matrix.Identity;
            lightAndMeshContainer.AddMesh(m);

            Light mainlight = new Light();
            mainlight.LightType = Light.Type.Spot;
            mainlight.Color = Color.AntiqueWhite;
            mainlight.Transform = Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(170),-0.7f,0) * Matrix.CreateTranslation(0, 5f, -4);
            mainlight.SpotAngle = 50;
            mainlight.SpotExponent = 1;
            mainlight.Radius = 13;
            mainlight.Intensity = 2f;
            lightAndMeshContainer.AddLight(mainlight);
        }