private static void UnlockAnimation(GameWindow parent)
        {
            var infoBox = new InfoBox(parent, new Vector(200, 200),
                modelBank[UnlockedModels].unlockMessage);
            infoBox.Size.X = 250;
            infoBox.CanBeMoved = false;
            infoBox.Show();

            var obj = new Object();
            obj.Body = modelBank[UnlockedModels].model;

            //i know it's bad practice but since our camera is
            //always located at one point, it doesn't matter
            obj.Location = new Vector(0, 0, 0);
            obj.Body.Rotate = true;

            infoBox.OKClicked += (pos) =>
            {
                parent.Children3D.Remove(obj);
                obj.Body.Rotate = false;
                Game.EndLevel();
            };
            infoBox.ExclamationClicked += (pos) =>
            {
                parent.Add3DChildren(obj);
            };
        }
Example #2
0
        private void Initialize()
        {
            StartingLocation = new Vector(0f, 0f, 0f);
            fObject = new FlyingObject(Parent, ModelManager.modelBank[0].model, 7);
            fObject.ShaderProgram = GeneralGraphics.SimulatedLighting;

            var physGui = new Object();
            physGui.Location = new Vector(0f, 0f, 0f);
            PhysicsObject obj = new PhysicsObject();
            obj.Velocity = fObject.PhysicalBody.Velocity;
            obj.ParentObject = physGui;

            for (int i = 0; i < 8; ++i)
            {
                obj.ModulatePhysics();
                obj.ApplyNaturalForces();
            }

            var target = new DecimalVector((decimal)physGui.Location.X,
                (decimal)physGui.Location.Y, (decimal)physGui.Location.Z + 10);
            Camera.MoveTo(target, 60);

            timer = new Timer();
            timer.Interval = 10;
            timer.Tick += AnimationStep;
            timer.Start();
            fObject.Start();
        }
        /// <summary>
        /// Initializes this class along with all the buttons and models.
        /// In general, this is a fairly slow process.
        /// </summary>
        /// <param name="parent">The parent of this control.</param>
        public IntroScene(GameWindow parent)
        {
            Parent = parent;

            arrow = new Object();
            gun = new Object();

            var temp = new OBJModel();
            temp.Color = Color.LightGoldenrodYellow;
            temp.ParseOBJFile("data/models/arrow/arrow.obj");
            temp.ScaleFactor = 1.5f;
            temp.Stroke = true;
            temp.Rotate = false;
            temp.RotationVector = new Vector(1.0f, 0.0f, 0.0f);

            arrow.Body = temp;
            arrow.Visible = false;
            arrow.Location = new Vector(-1.5f, -11.3f);

            temp = new OBJModel();
            temp.ParseOBJFile("data/models/gun/gun.obj");
            temp.ScaleFactor = 0.2f;
            temp.Rotate = true;
            temp.RotationVector = new Vector(0.0f, 0.0f, 1.0f);

            gun.Body = temp;
            gun.Visible = false;
            gun.Location = new Vector(9.5f, -5.3f, 3.0f);

            textControl = new Label();
            textControl.Location = new Vector(20, 100);
            textControl.Text = "";
            textControl.IgnoreSize = true;
            parent.Children.Add(textControl);

            timer = new Timer();
            timer.Interval = 50;
            timer.Tick += (o, e) =>
                {
                    if (fadeOut < destFade)
                    {
                        fadeOut += 0.01f;
                        return;
                    }

                    if (counter >= introText.Length)
                        return;
                    textControl.Text = textControl.Text + introText[counter++].ToString();
                    if (counter > 20 && introText[counter - 1] == '!')
                    {
                        arrow.Visible = true;
                        gun.Visible = true;
                    }
                };

            skip = new Button();
            skip.Text = "Skip/Continue";
            skip.Location = new Vector(300, 500);
            skip.MouseClick += (pos) =>
                {
                    End();
                    Parent.State = Window.WindowState.Game;
                };

            Parent.Children.Add(skip);
            Parent.Children3D.Add(this);
            Visible = false;
            skip.Visible = false;
        }