Exemple #1
0
        private void InitializeTransform()
        {
            aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio;

            //Set up Third person camera
            m_ThirdPersonCamera = new Camera(new Vector3(0, 18.5f, 59.5f));
            m_ThirdPersonCamera.camRotation = new Vector3(0, 0, -0.17f);
            m_ThirdPersonCamera.camProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), aspectRatio, 0.1f, 500.0f);

            //Set up First person camera
            m_FirstPersonCamera = new Camera(new Vector3(-16, 30, 6));
            m_FirstPersonCamera.camRotation = new Vector3(0, 0.3f, -1.5f);
            m_FirstPersonCamera.camProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), aspectRatio, 0.1f, 500.0f);

            //Set main camera to the third person camera
            m_mainCamera = m_ThirdPersonCamera;
        }
Exemple #2
0
        protected void KeyboardInput()
        {
            // TODO: Add your update logic here

            KeyboardState keyboardState = Keyboard.GetState();

            GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);

            //Exit the game
            if (keyboardState.IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            if (m_debugMode == true)
            {
                if (keyboardState.IsKeyDown(Keys.A))
                {
                    //Move camera left
                    m_mainCamera.MoveCamera(new Vector3(-0.5f, 0, 0));
                }
                if (keyboardState.IsKeyDown(Keys.D))
                {
                    //Move camera right
                    m_mainCamera.MoveCamera(new Vector3(0.5f, 0, 0));
                }
                if (keyboardState.IsKeyDown(Keys.W))
                {
                    //Move camera up
                    m_mainCamera.MoveCamera(new Vector3(0, 0.5f, 0));
                }
                if (keyboardState.IsKeyDown(Keys.S))
                {
                    //Move camera Down
                    m_mainCamera.MoveCamera(new Vector3(0, -0.5f, 0));
                }
                if (keyboardState.IsKeyDown(Keys.F))
                {
                    //Move camera Back
                    m_mainCamera.MoveCamera(new Vector3(0, 0, 0.5f));
                }
                if (keyboardState.IsKeyDown(Keys.R))
                {
                    ////Move camera forwards
                    m_mainCamera.MoveCamera(new Vector3(0, 0, -0.5f));
                }

                if (keyboardState.IsKeyDown(Keys.U))
                {
                    //Rotate camera left
                    m_mainCamera.RotateCamera(new Vector3(GameVariables.camRotationSpeed, 0, 0));
                }
                if (keyboardState.IsKeyDown(Keys.J))
                {
                    //Rotate camera right
                    m_mainCamera.RotateCamera(new Vector3(-GameVariables.camRotationSpeed, 0, 0));
                }
                if (keyboardState.IsKeyDown(Keys.O))
                {
                    //Pan camera up
                    m_mainCamera.RotateCamera(new Vector3(0, 0, GameVariables.camRotationSpeed));
                }
                if (keyboardState.IsKeyDown(Keys.L))
                {
                    //Pan camera down
                    m_mainCamera.RotateCamera(new Vector3(0, 0, -GameVariables.camRotationSpeed));
                }

                // Change camera type
                if (keyboardState.IsKeyDown(Keys.C))
                {
                    if (m_mainCamera == m_FirstPersonCamera)
                    {
                        m_mainCamera = m_ThirdPersonCamera;
                    }
                    else if (m_mainCamera == m_ThirdPersonCamera)
                    {
                        m_mainCamera = m_FirstPersonCamera;
                    }
                }

                // Render collision skins (key 0)
                if (keyboardState.IsKeyDown(Keys.D0))
                {
                    m_PhysicsDebug = !m_PhysicsDebug;
                }

                // Toggle music (key 8)
                if (keyboardState.IsKeyDown(Keys.D8))
                {
                    m_playSounds = !m_playSounds;

                    if (m_playSounds)
                    {
                        MediaPlayer.Play(m_mainTheme);
                    }
                    else if (!m_playSounds)
                    {
                        MediaPlayer.Stop();
                    }
                }
            }

            if (!gamePadState.IsConnected)
            {
                //Insert a coin/money once each time the key is pressed
                if (keyboardState.IsKeyDown(Keys.B) && m_coinInsertedOnceChecker == true)
                {
                    //If the player has money
                    if (m_Money > 0)
                    {
                        //Play sound effect and manage the money
                        if (m_playSounds)
                            m_insertCoinSE.Play();

                        m_coinsInserted++;
                        m_Money--;
                        m_coinInsertedOnceChecker = false;
                    }
                }
                else if (keyboardState.IsKeyUp(Keys.B))
                {
                    //Allow money to be inserted if the key is released
                    m_coinInsertedOnceChecker = true;
                }
            }

            if (keyboardState.IsKeyDown(Keys.D9))
            {
                m_debugMode = !m_debugMode;
            }
        }
 //This deviates from standard source(16Nov10). I added an argument for a Camera class object
 public DebugDrawer(Game game, Camera camera)
     : base(game)
 {
     this.vertexData = new List<VertexPositionColor>();
     this.camera = camera;
 }
Exemple #4
0
        public void UFOLogic()
        {
            KeyboardState keyboardState = Keyboard.GetState();
            GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);

            //Grabbing dropping states for logic
            if (m_ufoState == e_UFOStates.e_freeRoam)
            {
                //If there is atleast 1 coin inserted allow the player to move the UFO
                if (m_coinsInserted > 0)
                {
                    if (keyboardState.IsKeyDown(Keys.Left) || gamePadState.DPad.Left == ButtonState.Pressed)
                    {
                        m_UFOController.force0 = new Vector3(-GameVariables.ufoMoveSpeed, 0, 0);
                    }
                    else if (keyboardState.IsKeyDown(Keys.Right) || gamePadState.DPad.Right == ButtonState.Pressed)
                    {
                        m_UFOController.force0 = new Vector3(GameVariables.ufoMoveSpeed, 0, 0);
                    }
                    else if (keyboardState.IsKeyDown(Keys.Up) || gamePadState.DPad.Up == ButtonState.Pressed)
                    {
                        m_UFOController.force0 = new Vector3(0, 0, -GameVariables.ufoMoveSpeed);
                    }
                    else if (keyboardState.IsKeyDown(Keys.Down) || gamePadState.DPad.Down == ButtonState.Pressed)
                    {
                        m_UFOController.force0 = new Vector3(0, 0, GameVariables.ufoMoveSpeed);
                    }

                    //Set the UFO to grab
                    if (keyboardState.IsKeyDown(Keys.Space) || gamePadState.Buttons.A == ButtonState.Pressed)
                    {
                        //Clear forces and set all forces to 0 so the UFO doesn't move based on previous moving forces.
                        m_UFO.m_body.ClearForces();
                        m_UFO.m_body.Velocity = new Vector3(0, 0, 0);
                        m_UFOController.force0 = Vector3.Zero;

                        //Remove a try/coin
                        m_coinsInserted--;

                        //Play grabbing Sound effect
                        if (m_playSounds)
                            m_UFObeamingSE.Play();

                        //Change state to grabbing
                        m_ufoState = e_UFOStates.e_grabbing;
                    }
                }
            }
            else if (m_ufoState == e_UFOStates.e_grabbing)
            {
                m_mainCamera = m_FirstPersonCamera;
                //Move UFO down
                m_UFOController.force0 = new Vector3(0, -GameVariables.grabSpeed, 0);
            }
            else if (m_ufoState == e_UFOStates.e_moveBackUp)
            {
                //If the body of the UFO is not at/around the original position
                if (m_UFO.m_body.Position.Y < m_UFO.m_GOPos.Y)
                {
                    //Move it back up
                    m_UFOController.force0 = new Vector3(0, GameVariables.grabSpeed, 0);
                }
                //If it has
                else if (m_UFO.m_body.Position.Y >= m_UFO.m_GOPos.Y)
                {
                    //Clear all forces again so it doesn't move higher
                    m_UFO.m_body.ClearForces();
                    m_UFO.m_body.Velocity = new Vector3(0, 0, 0);
                    m_UFOController.force0 = Vector3.Zero;
                    //Change state to move across
                    m_ufoState = e_UFOStates.e_moveBackAcross;
                }
            }
            else if (m_ufoState == e_UFOStates.e_moveBackAcross)
            {
                //Seek to the original position with slowing down algorithm based on the steering paper
                Vector3 targetOffset = m_UFO.m_GOPos - m_UFO.m_body.Position;
                float distance = targetOffset.Length();
                float rampedSpeed = GameVariables.ufoMoveSpeed * (distance/50);
                float clippedSpeed = MathHelper.Min(rampedSpeed, GameVariables.ufoMoveSpeed);
                Vector3 desiredVelocity = (clippedSpeed/distance) * targetOffset;
                Vector3 steering = desiredVelocity - m_UFO.m_body.Velocity;

                m_UFOController.force0 = steering;

                //If the UFO is within the distance from the starting point
                if (distance <= 0.5f)
                {
                    //Clear forces
                    m_UFO.m_body.ClearForces();
                    m_UFO.m_body.Velocity = new Vector3(0, 0, 0);
                    m_UFOController.force0 = Vector3.Zero;
                    //Change state to drop the prizes
                    m_ufoState = e_UFOStates.e_drop;
                }

            }
            else if (m_ufoState == e_UFOStates.e_drop)
            {
                //Drop all prizes. The ones grabbed will fall while the ones not grabbed will stay still
                foreach (Prize ob in m_prizesList)
                {
                    ob.Drop();
                }
                m_mainCamera = m_ThirdPersonCamera;
                //Allow the player to move again
                m_ufoState = e_UFOStates.e_freeRoam;
            }
        }
        public virtual void Render(DebugDrawer debugDrawer, Camera cam)
        {
            foreach (ModelMesh mesh in m_GOModel.Meshes)
            {
                //This is where the mesh orientation is set
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.EnableDefaultLighting();

                    if (m_body.CollisionSkin != null)
                        effect.World = m_GOModelTransforms[mesh.ParentBone.Index] * Matrix.CreateScale(m_GOScale) * m_body.CollisionSkin.GetPrimitiveLocal(0).Transform.Orientation * m_body.Orientation * Matrix.CreateFromYawPitchRoll(m_GORot.X, m_GORot.Y, m_GORot.Z) * Matrix.CreateTranslation(m_body.Position);
                    else
                        effect.World = m_GOModelTransforms[mesh.ParentBone.Index] * Matrix.CreateScale(m_GOScale) * m_body.Orientation * Matrix.CreateFromYawPitchRoll(m_GORot.X, m_GORot.Y, m_GORot.Z) * Matrix.CreateTranslation(m_body.Position);

                    effect.Projection = cam.camProjectionMatrix;
                    effect.View = cam.camViewMatrix;

                    //render fog for all models.
                    effect.SpecularPower = 2;
                    effect.FogEnabled = true;
                    effect.FogColor = Color.Black.ToVector3();
                    effect.FogStart = 70;
                    effect.FogEnd = 80;

                    if (m_textured)
                    {
                        effect.TextureEnabled = true;
                    }
                    else
                    {
                        effect.TextureEnabled = false;
                    }

                }

                //Draw the mesh, will use the effects set above.
                mesh.Draw();
            }
        }