public override void Initialize() { base.Initialize(); m_Scenery = (SceneryGameComponent)this.Game.Services.GetService(typeof(SceneryGameComponent)); declaration = new VertexDeclaration(this.GraphicsDevice, VertexPositionColor.VertexElements); VertexPositionColor v1 = new VertexPositionColor(); v1.Position = Vector3.Up; v1.Color = Color.Red; VertexPositionColor v2 = new VertexPositionColor(); v2.Position = Vector3.Zero; v2.Color = Color.Red; VertexPositionColor v3 = new VertexPositionColor(); v3.Position = Vector3.Right; v3.Color = Color.Blue; VertexPositionColor v4 = new VertexPositionColor(); v4.Position = Vector3.Zero; v4.Color = Color.Blue; VertexPositionColor v5 = new VertexPositionColor(); v5.Position = Vector3.Forward; v5.Color = Color.Green; VertexPositionColor v6 = new VertexPositionColor(); v6.Position = Vector3.Zero; v6.Color = Color.Green; VertexPositionColor[] vertList = new VertexPositionColor[] { v1, v2, v3, v4, v5, v6 }; //buffer = new VertexBuffer( // this.GraphicsDevice, // VertexPositionColor.SizeInBytes * vertList.Length, // ResourceUsage.WriteOnly); buffer = new VertexBuffer( this.GraphicsDevice, VertexPositionColor.SizeInBytes * vertList.Length, BufferUsage.WriteOnly); buffer.SetData <VertexPositionColor>(vertList); effect = new BasicEffect(this.GraphicsDevice, null); }
/// <summary> /// Inicializar /// </summary> protected override void Initialize() { #if DEBUG this.Graphics.PreferredBackBufferWidth = 1024; this.Graphics.PreferredBackBufferHeight = 600; this.Graphics.PreferMultiSampling = false; this.Graphics.IsFullScreen = false; #else this.Graphics.PreferredBackBufferWidth = this.GraphicsDevice.DisplayMode.Width; this.Graphics.PreferredBackBufferHeight = this.GraphicsDevice.DisplayMode.Height; this.Graphics.PreferredBackBufferFormat = this.GraphicsDevice.DisplayMode.Format; this.Graphics.PreferMultiSampling = false; this.Graphics.IsFullScreen = true; #endif this.Graphics.ApplyChanges(); InputHelper.Initialize(this.GraphicsDevice); #if DEBUG GameComponents.Debug.DebugDrawer.Initialize(this.GraphicsDevice); #endif this.m_Scenery = new SceneryGameComponent(this); this.m_Scenery.UpdateOrder = 0; this.m_Scenery.DrawOrder = 0; this.Components.Add(this.m_Scenery); this.Services.AddService(typeof(SceneryGameComponent), this.m_Scenery); this.m_VehicleContainer = new VehicleContainerService(this); this.m_VehicleContainer.UpdateOrder = 1; this.Services.AddService(typeof(VehicleContainerService), this.m_VehicleContainer); this.m_BuilngContainer = new BuildingContainerService(this); this.m_BuilngContainer.UpdateOrder = 2; this.Services.AddService(typeof(BuildingContainerService), this.m_BuilngContainer); AmmoDrawer ammoDrawer = new AmmoDrawer(this, @"Content/Steel 1"); ammoDrawer.Rounds = this.Physics.Projectiles; ammoDrawer.UpdateOrder = 3; ammoDrawer.DrawOrder = 3; this.Components.Add(ammoDrawer); Building[] buildings = AddBuildings(BuildingTypes.Type0, 10); Vehicle[] squad01 = AddSquadron(VehicleTypes.LandSpeeder, 3); //Vehicle[] squad02 = AddSquadron(VehicleTypes.LandSpeeder, 3); //Vehicle[] squad03 = AddSquadron(VehicleTypes.LandSpeeder, 3); //Vehicle[] squad04 = AddSquadron(VehicleTypes.LandSpeeder, 3); //Vehicle[] squad05 = AddSquadron(VehicleTypes.LandSpeeder, 3); //Vehicle[] squad06 = AddSquadron(VehicleTypes.LandSpeeder, 3); //Vehicle[] squad04 = AddSquadron(VehicleTypes.LandRaider, 2); Vehicle[] squad05 = AddSquadron(VehicleTypes.LemanRuss, 3); //Vehicle[] squad06 = AddSquadron(VehicleTypes.LemanRuss, 3); Vehicle[] squad07 = AddSquadron(VehicleTypes.Rhino, 3); //Vehicle[] squad08 = AddSquadron(VehicleTypes.Rhino, 3); //Vehicle[] squad09 = AddSquadron(VehicleTypes.Rhino, 3); this.m_LensFlare = new LensFlareComponent(this); this.m_LensFlare.UpdateOrder = 96; this.m_LensFlare.DrawOrder = 96; this.Components.Add(this.m_LensFlare); this.m_Camera = new CameraGameComponent(this); this.m_Camera.UseMouse = true; this.m_Camera.Mode = CameraGameComponent.CameraModes.FirstPerson; this.m_Camera.UpdateOrder = 98; this.Components.Add(this.m_Camera); this.m_Info = new SceneryInfoGameComponent(this); this.m_Info.UpdateOrder = 99; this.m_Info.DrawOrder = 99; this.Components.Add(this.m_Info); this.m_TextDrawer = new TextDrawerComponent(this); this.m_TextDrawer.UpdateOrder = 100; this.m_TextDrawer.DrawOrder = 100; this.Components.Add(this.m_TextDrawer); this.m_ParticleManager = new ParticleManager(this); this.Components.Add(this.m_ParticleManager); base.Initialize(); IntersectionTests.m_DEBUGUSE = true; this.Physics.RegisterScenery(this.m_Scenery.Scenery); this.InitializeBuildings(buildings); this.InitializeSquadron(squad01); //this.InitializeSquadron(squad02); //this.InitializeSquadron(squad03); //this.InitializeSquadron(squad04); this.InitializeSquadron(squad05); //this.InitializeSquadron(squad06); this.InitializeSquadron(squad07); //this.InitializeSquadron(squad08); //this.InitializeSquadron(squad09); this.SetFocus(squad01[0]); //squad01[0].AutoPilot.GoTo(new Vector3(RandomComponent.Next(10000), 0, RandomComponent.Next(10000)), 60f); //squad02[0].AutoPilot.GoTo(new Vector3(RandomComponent.Next(10000), 0, RandomComponent.Next(10000)), 60f); //squad03[0].AutoPilot.GoTo(new Vector3(RandomComponent.Next(10000), 0, RandomComponent.Next(10000)), 60f); //squad04[0].AutoPilot.GoTo(new Vector3(RandomComponent.Next(10000), 0, RandomComponent.Next(10000)), 60f); //squad05[0].AutoPilot.GoTo(new Vector3(RandomComponent.Next(10000), 0, RandomComponent.Next(10000)), 60f); //squad06[0].AutoPilot.GoTo(new Vector3(RandomComponent.Next(10000), 0, RandomComponent.Next(10000)), 60f); //squad07[0].AutoPilot.GoTo(new Vector3(RandomComponent.Next(10000), 0, RandomComponent.Next(10000)), 40f); //squad08[0].AutoPilot.GoTo(new Vector3(RandomComponent.Next(10000), 0, RandomComponent.Next(10000)), 40f); //squad09[0].AutoPilot.GoTo(new Vector3(RandomComponent.Next(10000), 0, RandomComponent.Next(10000)), 40f); }