/// <summary> /// Create user interface renderer /// </summary> /// public MainMenu(Game game) : base(game) { this.game = game; input = new InputHelper(); content = new ContentManager(game.Services); //SpriteRenderer = new SpriteBatch(game.GraphicsDevice); }
public Game1(EGGEditor form) { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; input = new InputHelper(); Components.Add(new GamerServicesComponent(this)); this.drawSurface = form.getDrawSurface(); this.form = form; graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings); System.Windows.Forms.Control.FromHandle((this.Window.Handle)).VisibleChanged += new EventHandler(Game1_VisibleChanged); }
public FPSCamera(Viewport viewPort, Vector3 startingPos, float lrRot, float udRot) { this.leftRightRot = lrRot; this.upDownRot = udRot; this.cameraPosition = startingPos; this.viewPort = viewPort; float viewAngle = MathHelper.PiOver4; float nearPlane = 0.5f; float farPlane = 10000.0f; projectionMatrix = Matrix.CreatePerspectiveFieldOfView (viewAngle, viewPort.AspectRatio, nearPlane, farPlane); UpdateViewMatrix(false); Mouse.SetPosition(viewPort.Width / 2, viewPort.Height / 2); originalMouseState = Mouse.GetState(); input = new InputHelper(); }
/// <summary> /// Draws the model in 3D space using the current camera's view matrix /// and projection matrix. /// </summary> /// <param name="camera">The current camera being used</param> public void Draw(FPSCamera camera) { InputHelper input = new InputHelper(); if (input.KeyDown(Keys.F)) temp += 0.05f; model.CopyAbsoluteBoneTransformsTo(modelTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = worldMatrix * modelTransforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(position); effect.View = camera.ViewMatrix; effect.Projection = camera.ProjectionMatrix; } mesh.Draw(); } }