public override void LoadContent(Microsoft.Xna.Framework.Content.ContentManager content) { base.LoadContent(content); BlockData.Initialize(Device, content); cam = new FirstPersonCamera(0.5f, 10); cam.Pos = new Vector3(3, 3, 13); map = new Map(Device); partition = new MapPartition(map); engine = new PhysicsEngine3D(partition); MeshBuilder mb = new MeshBuilder(Device); sphere = mb.CreateSphere(0.1f, 10, 10); marker = new MeshNode(sphere); placeType = 1; primBatch = new PrimitiveBatch(Device); }
public override void LoadContent(Microsoft.Xna.Framework.Content.ContentManager content) { base.LoadContent(content); BlockData.Initialize(Device, content); //map = new Map(Device, "Content/Levels/ramps.txt"); //Load map map = new Map(Device, "Content/Levels/Level1-1.txt"); MeshBuilder mb = new MeshBuilder(Device); buildWalls(mb, content); setupNormalMapEffect(content); if (singleplayer) { objectiveLocation = map.getNextObjective(new Vector3(-1, -1, -1)); //get first objective } partition = new MapPartition(map); player = new Player(new Vector3(map.Width/2,20,map.Depth - 2)); //spawn player initializePhysicsEngine(); //Misc initialization stuff sphere = mb.CreateSphere(1f, 10, 10); destination = mb.CreateSphere(0.5f, 12, 12); //sphere to draw at objective destination.Texture = content.Load<Texture2D>("Textures/BlockTextures/Destination"); sBatch = new SpriteBatch(Device); sf = content.Load<SpriteFont>("Fonts/Helvetica"); primBatch = new PrimitiveBatch(Device); playerColor = new Vector3((int.Parse(localPlayerName) % 5) / 5.0f, (int.Parse(localPlayerName) % 3) / 3.0f, (int.Parse(localPlayerName) % 2) / 2.0f); }