Exemple #1
0
 public Skybox(Game game, Model model, Texture2D texture, GameManager manager)
     : base(game)
 {
     _model = model;
     _texture = texture;
     _manager = manager;
 }
 public MobileMeshModel(Game game, MobileMesh mesh, Model model, float scale, GameManager manager)
     : base(game)
 {
     this._mesh = mesh;
     this._model = model;
     this._scale = scale;
     this._manager = manager;
     this._controlled = false;
 }
        public GameScreen(Game game, SpriteBatch spriteBatch)
            : base(game, spriteBatch)
        {
            game.IsMouseVisible = false;

            _manager = new GameManager(game);
            game.Components.Add(_manager);
            _currentTime = 0;
            Resources.Instance.RemainingAsteroids = (int)Resources.Instance.GameSize;
        }
 public MobileMeshModel(Game game, MobileMesh mesh, Model model, float scale, GameManager manager, bool controlled)
     : base(game)
 {
     this._mesh = mesh;
     this._model = model;
     this._scale = scale;
     this._manager = manager;
     this._controlled = controlled;
     if (controlled)
         Resources.Instance.Ship = _mesh;
 }
        /// <summary>
        /// Creates a new StaticModel.
        /// </summary>
        /// <param name="model">Graphical representation to use for the entity.</param>
        /// <param name="transform">Base transformation to apply to the model before moving to the entity.</param>
        /// <param name="game">Game to which this component will belong.</param>
        public StaticModel(Model model, Matrix transform, Game game, GameManager manager)
            : base(game)
        {
            this.model = model;
            this.Transform = transform;
            this._manager = manager;

            //Collect any bone transformations in the model itself.
            //The default cube model doesn't have any, but this allows the StaticModel to work with more complicated shapes.
            boneTransforms = new Microsoft.Xna.Framework.Matrix[model.Bones.Count];
            foreach (ModelMesh mesh in model.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.EnableDefaultLighting();
                }
            }
        }
Exemple #6
0
 public Boundary(Game game, Model model, GameManager manager)
     : base(game)
 {
     this._model = model;
     this._manager = manager;
 }