/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { BoundingRenderer.InitializeGraphics(graphics.GraphicsDevice); spriteBatch = new SpriteBatch(GraphicsDevice); player.LoadModel(Content, "Ship"); player.rotation = new Vector3(0f, 0f, 0f); player.position.X = 0; player.position.Y = 0; player.position.Z = 0; player.scale = 0.1f; rock.LoadModel(Content, "Meteor"); rock.scale = 0.1f; rock.position = new Vector3(25, 60, -50); for (int c = 0; c < walls.Length; c++) { walls[c] = new basicCuboid(GraphicsDevice); walls[c].LoadContent(Content, "WallTexture"); walls[c].scale = new Vector3(5, 30, 60); if (c < 5) { walls[c].SetUpVertices(new Vector3(-70, 0, 60 * (c + 1))); } else if (c < 10) { walls[c].SetUpVertices(new Vector3(-70, 0, -60 * (c - 4))); } else { walls[c].scale = new Vector3(60, 30, 5); walls[c].SetUpVertices(new Vector3(-70 + (c - 10) * 60, 0, -300)); } } door = new basicCuboid(GraphicsDevice); door.LoadContent(Content, "WallTexture"); door.scale = new Vector3(5, 30, 60); door.SetUpVertices(new Vector3(-70, 0, 0)); TriggerBoxDoorOpen = new BoundingBox(new Vector3(-95, 0, 0), new Vector3(- 45, 10, 60)); TriggerBoxRockFall = new BoundingBox(new Vector3(-5, -5, -55), new Vector3(55, 5, -45)); sunlight.diffuseColor = new Vector3(10); sunlight.specularColor = new Vector3(1f, 1f, 1f); sunlight.direction = Vector3.Normalize(new Vector3(1.5f, -1.5f, -1.5f)); //music this.BGM = Content.Load <Song>("GameofBlades-TrailsofCold SteelOST"); MediaPlayer.Play(BGM); //the following line will also loop the song MediaPlayer.IsRepeating = true; MediaPlayer.MediaStateChanged += MediaPlayer_MediaStateChanged; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { BoundingRenderer.InitializeGraphics(graphics.GraphicsDevice); spriteBatch = new SpriteBatch(GraphicsDevice); player.LoadModel(Content, "Ship"); player.rotation = new Vector3(1.5f, 0f, 0f); player.position.X = 0; player.position.Y = 0; player.position.Z = 0; player.scale = 0.1f; //player.collisionOffset = new Vector3(0, 100.0f, 0); rock.LoadModel(Content, "Meteor"); rock.scale = 0.1f; rock.position = new Vector3(25, 60, -50); for (int c = 0; c < walls.Length; c++) { walls[c] = new basicCuboid(GraphicsDevice); walls[c].LoadContent(Content, "WallTexture"); walls[c].scale = new Vector3(5, 30, 60); if (c < 5) { walls[c].SetUpVertices(new Vector3(-70, 0, 60 * (c + 1))); } else if (c < 10) { walls[c].SetUpVertices(new Vector3(-70, 0, -60 * (c - 4))); } else { walls[c].scale = new Vector3(60, 30, 5); walls[c].SetUpVertices(new Vector3(-70 + (c - 10) * 60, 0, -300)); } } door = new basicCuboid(GraphicsDevice); door.LoadContent(Content, "WallTexture"); door.scale = new Vector3(5, 30, 60); door.SetUpVertices(new Vector3(-70, 0, 0)); TriggerBoxDoorOpen = new BoundingBox(new Vector3(-95, 0, 0), new Vector3(- 45, 10, 60)); TriggerBoxRockFall = new BoundingBox(new Vector3(-5, -5, -55), new Vector3(55, 5, -45)); sunlight.diffuseColor = new Vector3(10); sunlight.specularColor = new Vector3(1f, 1f, 1f); sunlight.direction = Vector3.Normalize(new Vector3(1.5f, -1.5f, -1.5f)); }