protected override void LoadContent() { Model eyeModel = game.Assets.Load <Model>("eyes"); eyes = new FlameEyes(Game, eyeModel, Vector3.Zero, new Vector3(0.04f, 0.04f, 0.04f), this); this.Game.Components.Add(eyes); batch = new SpriteBatch(GraphicsDevice); //burningSound = this.Game.Content.Load<SoundEffect>(@"Music\SoundEffects\wind"); //burningSoundInstance = burningSound.CreateInstance(); //burningSoundInstance.IsLooped = true; //burningSoundInstance.Play(); this.cam = (Camera.Camera)Game.Services.GetService(typeof(Camera.Camera)); this.terrain = (Terrain)Game.Services.GetService(typeof(Terrain)); // Particles //sandParticles = new Particles.SandParticleSystem(Game, Game.Content); //Game.Components.Add(sandParticles); //Add healthbar Player.Healthbar healthBar = new Player.Healthbar(Game, Game.Content.Load <Texture2D>("Textures\\healthbar"), new Vector2(10, 10), 20, 300, this); //Player.Healthbar healthBar = new Player.Healthbar(game, game.Assets.Load<Texture2D>("healthbar"), new Vector2(10, 10), 20, this); Game.Components.Add(healthBar); meteorHud = new Player.MeteorHud(game, game.Assets.Load <Texture2D>("lockedmeteorhud"), game.Assets.Load <Texture2D>("meteorhud"), new Vector2(10, 40), new Vector2(20), 3, 5); Game.Components.Add(meteorHud); base.LoadContent(); }
public WaterBase(Vector3 origin, float height, Vector2 size, String baseTextureKey, String waveTextureKey, int xRowTextures, int yRowTextures, string effectKey, int waveDensity, Game1 game) : base(game) { this.game = game; this.origin = origin; this.size = size; this.baseTextureKey = baseTextureKey; this.waveTextureKey = waveTextureKey; this.xRowTextures = xRowTextures; this.yRowTextures = yRowTextures; this.graphicsDevice = game.GraphicsDevice; this.content = game.Content; this.effectKey = effectKey; this.waveDensity = waveDensity; vertices = new VertexPositionNormalTexture[4]; camera = (Camera.Camera)game.Services.GetService(typeof(Camera.Camera)); level = (States.Level)game.Services.GetService(typeof(States.Level)); baseEffect = new AlphaTestEffect(graphicsDevice); randy = new Random(); LoadContent(); //Calculates were the corner vectors of the quad are qoing to be CalcVertices(); FillVertices(); LoadWaves(); }
public override void Draw(GameTime gameTime) { camera = (Camera.Camera)game.Services.GetService(typeof(Camera.Camera)); graphicsDevice.BlendState = BlendState.Opaque; // Set our effect to use the specified texture and camera matrices. level = (States.Level)game.Services.GetService(typeof(States.Level)); //Set the parameters of the effects baseEffect.Texture = baseTexture; baseEffect.World = level.World; baseEffect.View = camera.viewMatrix; baseEffect.Projection = camera.projectionMatrix; baseEffect.CurrentTechnique.Passes[0].Apply(); graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, vertices, 0, 2); graphicsDevice.BlendState = BlendState.AlphaBlend; //Draw the waves for (int i = 0; i < waves.Length; i++) { waves[i].Draw(gameTime, camera, level); } base.Draw(gameTime); }
public Sky(Game1 game, TextureCube skyTexture) : base(game) { this.game = game; //Get the camera (only littleflame camera) camera = (Camera.Camera)game.Services.GetService(typeof(Camera.Camera)); //Create model sphereModel = new Models.LFModel(game, game.Assets.Load <Model>("skysphere"), camera.CamPos, Vector3.Zero, new Vector3(12f)); game.Components.Add(sphereModel); //Load the effect skyEffect = game.Assets.Load <Effect>("sky"); //Set the cubemap skyEffect.Parameters["CubeMap"].SetValue(skyTexture); sphereModel.SetModelEffect(skyEffect, false); }
// This method is called when the player is floating over sand. public void overSand() { const int fireParticlesPerFrame = 3; for (int i = 0; i < fireParticlesPerFrame; i++) { float randomNr = (float)rnd.NextDouble() * 4 * (float)Math.PI; float xpos = Position.X + (float)Math.Cos(randomNr) * 2f; float zpos = Position.Z + (float)Math.Sin(randomNr) * 2f; Vector3 pos = terrain.GetHeightAtPosition(xpos, zpos, 0); //sandParticles.AddParticle(pos, Vector3.Zero); } Camera.Camera cam = (Camera.Camera) this.Game.Services.GetService(typeof(Camera.Camera)); //sandParticles.SetCamera(cam.viewMatrix, cam.projectionMatrix); if (Position.Y - terrain.GetHeightAtPosition(Position.X, Position.Z, 0).Y < sandHeight) { ChangeSize(sandSparkSizeMod); } }