private async void CreateScene() { scene = new Scene(); scene.CreateComponent <Octree>(); var physics = scene.CreateComponent <PhysicsWorld>(); physics.SetGravity(new Vector3(0, 0, 0)); // Camera var cameraNode = scene.CreateChild(); cameraNode.Position = (new Vector3(0.0f, 0.0f, -10.0f)); cameraNode.CreateComponent <Camera>(); Viewport = new Viewport(Context, scene, cameraNode.GetComponent <Camera>(), null); if (Platform != Platforms.Android && Platform != Platforms.iOS) { RenderPath effectRenderPath = Viewport.RenderPath.Clone(); var fxaaRp = ResourceCache.GetXmlFile(Assets.PostProcess.FXAA3); effectRenderPath.Append(fxaaRp); Viewport.RenderPath = effectRenderPath; } Renderer.SetViewport(0, Viewport); var zoneNode = scene.CreateChild(); var zone = zoneNode.CreateComponent <Zone>(); zone.SetBoundingBox(new BoundingBox(-300.0f, 300.0f)); zone.AmbientColor = new Color(1f, 1f, 1f); // UI coinsText = new Text(); coinsText.HorizontalAlignment = HorizontalAlignment.Right; coinsText.SetFont(ResourceCache.GetFont(Assets.Fonts.Font), Graphics.Width / 20); UI.Root.AddChild(coinsText); Input.SetMouseVisible(true, false); // Background var background = new Background(); scene.AddComponent(background); background.Start(); // Luci var lightNode = scene.CreateChild(); lightNode.Position = new Vector3(0, -5, -40); lightNode.AddComponent(new Light { Range = 120, Brightness = 0.8f }); // ciclo della logica di gioco bool firstCycle = true; while (true) { var startMenu = scene.CreateComponent <StartMenu>(); await startMenu.ShowStartMenu(!firstCycle); //wait for "start" startMenu.Remove(); await StartGame(); firstCycle = false; } }
async void CreateScene() { scene = new Scene(); scene.CreateComponent <Octree>(); var physics = scene.CreateComponent <PhysicsWorld>(); physics.SetGravity(new Vector3(0, 0, 0)); // Camera var cameraNode = scene.CreateChild(); cameraNode.Position = (new Vector3(0.0f, 0.0f, -10.0f)); cameraNode.CreateComponent <Camera>(); Renderer.SetViewport(0, Viewport = new Viewport(Context, scene, cameraNode.GetComponent <Camera>(), null)); // UI coinsText = new Text(); coinsText.HorizontalAlignment = HorizontalAlignment.Right; coinsText.SetFont(ResourceCache.GetFont(Assets.Fonts.Font), Graphics.Width / 20); UI.Root.AddChild(coinsText); Input.SetMouseVisible(true, false); // Background var background = new Background(); scene.AddComponent(background); background.Start(); // Lights: var lightNode1 = scene.CreateChild(); lightNode1.Position = new Vector3(0, -5, -40); lightNode1.AddComponent(new Light { Range = 120, Brightness = 1.5f }); var lightNode2 = scene.CreateChild(); lightNode2.Position = new Vector3(10, 15, -12); lightNode2.AddComponent(new Light { Range = 30.0f, Brightness = 1.5f }); // Game logic cycle while (true) { var startMenu = scene.CreateComponent <StartMenu>(); await startMenu.ShowStartMenu(); //wait for "start" startMenu.Remove(); await StartGame(); } }
async void CreateScene() { scene = new Scene(); scene.CreateComponent<Octree>(); var physics = scene.CreateComponent<PhysicsWorld>(); physics.SetGravity(new Vector3(0, 0, 0)); // Camera var cameraNode = scene.CreateChild(); cameraNode.Position = (new Vector3(0.0f, 0.0f, -10.0f)); cameraNode.CreateComponent<Camera>(); Renderer.SetViewport(0, Viewport = new Viewport(Context, scene, cameraNode.GetComponent<Camera>(), null)); // UI coinsText = new Text(); coinsText.HorizontalAlignment = HorizontalAlignment.Right; coinsText.SetFont(ResourceCache.GetFont(Assets.Fonts.Font), Graphics.Width / 20); UI.Root.AddChild(coinsText); Input.SetMouseVisible(true, false); // Background var background = new Background(); scene.AddComponent(background); background.Start(); // Lights: var lightNode1 = scene.CreateChild(); lightNode1.Position = new Vector3(0, -5, -40); lightNode1.AddComponent(new Light { Range = 120, Brightness = 1.5f }); var lightNode2 = scene.CreateChild(); lightNode2.Position = new Vector3(10, 15, -12); lightNode2.AddComponent(new Light { Range = 30.0f, Brightness = 1.5f }); // Game logic cycle while (true) { var startMenu = scene.CreateComponent<StartMenu>(); await startMenu.ShowStartMenu(); //wait for "start" startMenu.Remove(); await StartGame(); } }
async void CreateScene() { scene = new Scene(); scene.CreateComponent<Octree>(); var physics = scene.CreateComponent<PhysicsWorld>(); physics.SetGravity(new Vector3(0, 0, 0)); // Camera var cameraNode = scene.CreateChild(); cameraNode.Position = (new Vector3(0.0f, 0.0f, -10.0f)); cameraNode.CreateComponent<Camera>(); Viewport = new Viewport(Context, scene, cameraNode.GetComponent<Camera>(), null); if (Platform != Platforms.Android && Platform != Platforms.iOS) { RenderPath effectRenderPath = Viewport.RenderPath.Clone(); var fxaaRp = ResourceCache.GetXmlFile(Assets.PostProcess.FXAA3); effectRenderPath.Append(fxaaRp); Viewport.RenderPath = effectRenderPath; } Renderer.SetViewport(0, Viewport); var zoneNode = scene.CreateChild(); var zone = zoneNode.CreateComponent<Zone>(); zone.SetBoundingBox(new BoundingBox(-300.0f, 300.0f)); zone.AmbientColor = new Color(1f, 1f, 1f); // UI coinsText = new Text(); coinsText.HorizontalAlignment = HorizontalAlignment.Right; coinsText.SetFont(ResourceCache.GetFont(Assets.Fonts.Font), Graphics.Width / 20); UI.Root.AddChild(coinsText); Input.SetMouseVisible(true, false); // Background var background = new Background(); scene.AddComponent(background); background.Start(); // Lights: var lightNode = scene.CreateChild(); lightNode.Position = new Vector3(0, -5, -40); lightNode.AddComponent(new Light { Range = 120, Brightness = 0.8f }); // Game logic cycle bool firstCycle = true; while (true) { var startMenu = scene.CreateComponent<StartMenu>(); await startMenu.ShowStartMenu(!firstCycle); //wait for "start" startMenu.Remove(); await StartGame(); firstCycle = false; } }