public WaterUnit(MyGame game,Vector3 Position, Vector3 Rotation, Vector3 Scale) : base(game,Position, Rotation, Scale) { reflectionTarg = new RenderTarget2D(game.GraphicsDevice, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.Depth24); }
public WaterUnit(MyGame game, Vector3 Position, Vector3 Rotation, Vector3 Scale) : base(game, Position, Rotation, Scale) { reflectionTarg = new RenderTarget2D(game.GraphicsDevice, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.Depth24); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (MyGame game = new MyGame()) { game.Run(); } }
public PlayerUnit(MyGame game,Vector3 Position, Vector3 Rotation, Vector3 Scale) : base(game,Position, Rotation, Scale) { game.mediator.register(this, MyEvent.C_FORWARD, MyEvent.C_BACKWARD, MyEvent.C_LEFT, MyEvent.C_RIGHT, MyEvent.C_Pointer, MyEvent.M_BITE); health = 100; }
public Weapon(MyGame game,Player player, Model model, Unit unit) : base(game, unit, new CModel(game, model)) { this.player = player; Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (MyGame game = new MyGame()) { game.Run(); } }
/// <summary> /// Constructor that initiliaze the projection matrix /// </summary> /// <param name="game">The instance of MyGame the game component is attached to</param> public Camera(MyGame game) : base(game) { this.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, Game.GraphicsDevice.Viewport.AspectRatio, 0.1f, 1000000.0f); myGame = game; }
/// <summary> /// Constructor that initiliaze the projection matrix /// </summary> /// <param name="game">The instance of MyGame the game component is attached to</param> public Camera(MyGame game) : base(game) { this.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, Game.GraphicsDevice.Viewport.AspectRatio, 0.1f, 1000000.0f); myGame = game; }
public Weapon(MyGame game, Player player, Model model, Unit unit) : base(game, unit, new CModel(game, model)) { this.player = player; Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); }
public PlayerUnit(MyGame game, Vector3 Position, Vector3 Rotation, Vector3 Scale) : base(game, Position, Rotation, Scale) { game.mediator.register(this, MyEvent.C_FORWARD, MyEvent.C_BACKWARD, MyEvent.C_LEFT, MyEvent.C_RIGHT, MyEvent.C_Pointer, MyEvent.M_BITE); health = 100; }
/// <summary> /// List of all UI span elements used to select recognized text. /// </summary> //private List<Span> recognitionSpans; public SpeechRecognizer(MyGame game) : base(game) { myGame = game; // Look through all sensors and start the first connected one. // This requires that a Kinect is connected at the time of app startup. // To make your app robust against plug/unplug, // it is recommended to use KinectSensorChooser provided in Microsoft.Kinect.Toolkit foreach (var potentialSensor in KinectSensor.KinectSensors) { if (potentialSensor.Status == KinectStatus.Connected) { this.sensor = potentialSensor; break; } } if (null != this.sensor) { try { // Start the sensor! this.sensor.Start(); } catch (IOException) { // Some other application is streaming from the same Kinect sensor this.sensor = null; } } if (null == this.sensor) { return; } RecognizerInfo ri = GetKinectRecognizer(); if (null != ri) { this.speechEngine = new SpeechRecognitionEngine(ri.Id); } else { this.speechEngine = new SpeechRecognitionEngine(); } //// Create a grammar from grammar definition XML file. using (var memoryStream = new MemoryStream(File.ReadAllBytes("SpeechGrammar.xml"))) { var g = new Grammar(memoryStream); speechEngine.LoadGrammar(g); } speechEngine.SpeechRecognized += SpeechRecognized; speechEngine.SetInputToAudioStream( sensor.AudioSource.Start(), new SpeechAudioFormatInfo(AudioFormat, AudioSamplesPerSecond, AudioBitsPerSample, AudioChannels, AudioAverageBytesPerSecond, AudioBlockAlign, null)); speechEngine.RecognizeAsync(RecognizeMode.Multiple); }
/// <summary> /// Constructor that initialize the bullet manager /// </summary> /// <param name="game">Instance of MyGame this game component is attached to</param> public BulletsManager(MyGame game) : base(game) { bullets = new List <Bullet>(); myGame = game; events = new List <Event>(); game.mediator.register(this, MyEvent.C_ATTACK_BULLET_END); }
public SkyCubeModel(MyGame game, Model model, TextureCube Texture) : base(game,model) { effect = game.Content.Load<Effect>("skysphere_effect"); effect.Parameters["CubeMap"].SetValue(Texture); SetModelEffect(effect, false); }
public CModel(MyGame game, Model Model) { reinitialize(Model); myGame = game; events = new List <Event>(); }
public PlayerModel(MyGame game, SkinnedModel skinnedModel) : base(game, skinnedModel) { game.mediator.register(this, MyEvent.P_RUN, MyEvent.C_ATTACK_BULLET_BEGIN); animationController.Speed = 1.2f; activeAnimation = PlayerAnimations.Idle; playAnimation(); }
public PlayerModel(MyGame game, SkinnedModel skinnedModel) : base(game, skinnedModel) { game.mediator.register(this, MyEvent.P_RUN, MyEvent.C_ATTACK_BULLET_BEGIN); animationController.Speed = 1.2f; activeAnimation = PlayerAnimations.Idle; playAnimation(); }
public SkyCubeModel(MyGame game, Model model, TextureCube Texture) : base(game, model) { effect = game.Content.Load <Effect>("skysphere_effect"); effect.Parameters["CubeMap"].SetValue(Texture); SetModelEffect(effect, false); }
public MonsterUnit(MyGame game,Vector3 Position, Vector3 Rotation, Vector3 Scale, MonsterConstants monsterConstants) : base(game,Position, Rotation, Scale) { direction = Vector3.Transform(Vector3.Backward, Matrix.CreateFromYawPitchRoll(rotation.Y,rotation.X,rotation.Z)); this.monsterConstants = monsterConstants; }
public MonsterUnit(MyGame game, Vector3 Position, Vector3 Rotation, Vector3 Scale, MonsterConstants monsterConstants) : base(game, Position, Rotation, Scale) { direction = Vector3.Transform(Vector3.Backward, Matrix.CreateFromYawPitchRoll(rotation.Y, rotation.X, rotation.Z)); this.monsterConstants = monsterConstants; }
/// <summary> /// Constructor that initialize the bullet manager /// </summary> /// <param name="game">Instance of MyGame this game component is attached to</param> public BulletsManager(MyGame game) : base(game) { bullets = new List<Bullet>(); myGame = game; events = new List<Event>(); game.mediator.register(this, MyEvent.C_ATTACK_BULLET_END); }
public FirstAidManager(MyGame game) : base(game) { firstAidKits = new List <FirstAid>(); myGame = game; rnd = new Random(); }
public CModel(MyGame game, Model Model) { reinitialize(Model); myGame = game; events = new List<Event>(); }
public FirstAidManager(MyGame game) : base(game) { firstAidKits = new List<FirstAid>(); myGame = game; rnd = new Random(); }
public CDrawableComponent(MyGame game,Unit unit, CModel model) : base(game) { myGame = game; this.unit = unit; this.cModel = model; unit.BoundingSphere = cModel.buildBoundingSphere(); unit.BoundingBox = cModel.buildBoundingBox(); }
// Pause variables //int pauseDelay = 300; //int pauseCountdown = 0; public StateManager(MyGame game) : base(game) { myGame = game; spriteBatch = new SpriteBatch(game.GraphicsDevice); delayedAction = new DelayedAction(); myGame.mediator.register(this, MyEvent.G_PAUSE, MyEvent.G_RESUME); }
public CDrawableComponent(MyGame game, Unit unit, CModel model) : base(game) { myGame = game; this.unit = unit; this.cModel = model; unit.BoundingSphere = cModel.buildBoundingSphere(); unit.BoundingBox = cModel.buildBoundingBox(); }
// Pause variables //int pauseDelay = 300; //int pauseCountdown = 0; public StateManager(MyGame game) : base(game) { myGame = game; spriteBatch = new SpriteBatch(game.GraphicsDevice); delayedAction = new DelayedAction(); myGame.mediator.register(this, MyEvent.G_PAUSE,MyEvent.G_RESUME); }
/// <summary> /// List of all UI span elements used to select recognized text. /// </summary> //private List<Span> recognitionSpans; public SpeechRecognizer(MyGame game) : base(game) { myGame = game; // Look through all sensors and start the first connected one. // This requires that a Kinect is connected at the time of app startup. // To make your app robust against plug/unplug, // it is recommended to use KinectSensorChooser provided in Microsoft.Kinect.Toolkit foreach (var potentialSensor in KinectSensor.KinectSensors) { if (potentialSensor.Status == KinectStatus.Connected) { this.sensor = potentialSensor; break; } } if (null != this.sensor) { try { // Start the sensor! this.sensor.Start(); } catch (IOException) { // Some other application is streaming from the same Kinect sensor this.sensor = null; } } if (null == this.sensor) { return; } RecognizerInfo ri = GetKinectRecognizer(); if (null != ri) this.speechEngine = new SpeechRecognitionEngine(ri.Id); else this.speechEngine = new SpeechRecognitionEngine(); //// Create a grammar from grammar definition XML file. using (var memoryStream = new MemoryStream(File.ReadAllBytes("SpeechGrammar.xml"))) { var g = new Grammar(memoryStream); speechEngine.LoadGrammar(g); } speechEngine.SpeechRecognized += SpeechRecognized; speechEngine.SetInputToAudioStream( sensor.AudioSource.Start(), new SpeechAudioFormatInfo(AudioFormat, AudioSamplesPerSecond, AudioBitsPerSample, AudioChannels, AudioAverageBytesPerSecond, AudioBlockAlign, null)); speechEngine.RecognizeAsync(RecognizeMode.Multiple); }
public ScoreBoard(MyGame game) : base(game) { this.camera = game.camera; myGame = game; game.mediator.register(this, MyEvent.M_DIE); events = new List <Event>(); spriteBatch = new SpriteBatch(game.GraphicsDevice); }
public ScoreBoard(MyGame game) : base(game) { this.camera = game.camera; myGame = game; game.mediator.register(this, MyEvent.M_DIE); events = new List<Event>(); spriteBatch = new SpriteBatch(game.GraphicsDevice); }
static void Main() { Application.SetHighDpiMode(HighDpiMode.SystemAware); MyGame demo = new MyGame(); if (demo.Construct(256, 240, 2, 2) == PixelGameEngine.rcode.OK) { demo.Start(); } }
public FreeCamera(MyGame game, Vector3 Position, float Yaw, float Pitch, float minHeight, float maxHeight) : base(game) { this.Position = Position; this.Yaw = Yaw; this.Pitch = Pitch; this.minHeight = minHeight; this.maxHeight = maxHeight; translation = Vector3.Zero; }
public FreeCamera(MyGame game, Vector3 Position, float Yaw, float Pitch, float minHeight, float maxHeight) : base(game) { this.Position = Position; this.Yaw = Yaw; this.Pitch = Pitch; this.minHeight = minHeight; this.maxHeight = maxHeight; translation = Vector3.Zero; }
public Unit(MyGame game, Vector3 position, Vector3 rotation, Vector3 scale) { baseWorld = Matrix.Identity; this.position = position; this.rotation = rotation; this.scale = scale; this.myGame = game; this.events = new List <Event>(); }
public Unit(MyGame game,Vector3 position,Vector3 rotation,Vector3 scale) { baseWorld = Matrix.Identity; this.position = position; this.rotation = rotation; this.scale = scale; this.myGame = game; this.events = new List<Event>(); }
/// <summary> /// Constructor that initialize the chase camera properties and set the mouse to the middle of the screen /// </summary> /// <param name="game">instance of MyGame this game component is attched to</param> /// <param name="PositionOffset">offset of the position from the chasee</param> /// <param name="TargetOffset">offset of the target from the chasee</param> /// <param name="RelativeCameraRotation">reletaive camera rotation with respect to the chasee</param> public ChaseCamera(MyGame game, Vector3 PositionOffset, Vector3 TargetOffset, Vector3 RelativeCameraRotation ) : base(game) { this.savedTargetOffset = TargetOffset; this.savedPositionOffset = PositionOffset; initialPositionOffset = PositionOffset; this.PositionOffset = PositionOffset; this.TargetOffset = TargetOffset; this.RelativeCameraRotation = RelativeCameraRotation; Mouse.SetPosition(myGame.GraphicsDevice.Viewport.Width / 2, myGame.GraphicsDevice.Viewport.Height / 2); lastMouseState = Mouse.GetState(); }
/// <summary> /// Constructor that initialize the chase camera properties and set the mouse to the middle of the screen /// </summary> /// <param name="game">instance of MyGame this game component is attched to</param> /// <param name="PositionOffset">offset of the position from the chasee</param> /// <param name="TargetOffset">offset of the target from the chasee</param> /// <param name="RelativeCameraRotation">reletaive camera rotation with respect to the chasee</param> public ChaseCamera(MyGame game, Vector3 PositionOffset, Vector3 TargetOffset, Vector3 RelativeCameraRotation) : base(game) { this.savedTargetOffset = TargetOffset; this.savedPositionOffset = PositionOffset; initialPositionOffset = PositionOffset; this.PositionOffset = PositionOffset; this.TargetOffset = TargetOffset; this.RelativeCameraRotation = RelativeCameraRotation; Mouse.SetPosition(myGame.GraphicsDevice.Viewport.Width / 2, myGame.GraphicsDevice.Viewport.Height / 2); lastMouseState = Mouse.GetState(); }
public Player(MyGame game, SkinnedModel skinnedModel, Unit unit) : base(game, unit, new PlayerModel(game, skinnedModel)) { foreach (ModelMesh mesh in skinnedModel.Model.Meshes) foreach (SkinnedEffect effect in mesh.Effects) effect.EnableDefaultLighting(); spriteBatch = new SpriteBatch(game.GraphicsDevice); crossHairTex = game.Content.Load<Texture2D>("crosshair"); delayedAction = new DelayedAction(500); //run at first to show to the character otherwise the character dont show playerRun(); }
public Screen(MyGame game,int delayedActionDelay) : base(game) { myGame = game; spriteBatch = new SpriteBatch(game.GraphicsDevice); delayedAction = new DelayedAction(delayedActionDelay); background = game.Content.Load<Texture2D>("poster"); smallFont = Game.Content.Load<SpriteFont>("SpriteFont1"); mediumFont = Game.Content.Load<SpriteFont>("SpriteFontMedium"); bigFont = Game.Content.Load<SpriteFont>("SpriteFontLarge"); }
public Screen(MyGame game, int delayedActionDelay) : base(game) { myGame = game; spriteBatch = new SpriteBatch(game.GraphicsDevice); delayedAction = new DelayedAction(delayedActionDelay); background = game.Content.Load <Texture2D>("poster"); smallFont = Game.Content.Load <SpriteFont>("SpriteFont1"); mediumFont = Game.Content.Load <SpriteFont>("SpriteFontMedium"); bigFont = Game.Content.Load <SpriteFont>("SpriteFontLarge"); }
public Player(MyGame game, SkinnedModel skinnedModel, Unit unit) : base(game, unit, new PlayerModel(game, skinnedModel)) { foreach (ModelMesh mesh in skinnedModel.Model.Meshes) { foreach (SkinnedEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); } } spriteBatch = new SpriteBatch(game.GraphicsDevice); crossHairTex = game.Content.Load <Texture2D>("crosshair"); delayedAction = new DelayedAction(500); //run at first to show to the character otherwise the character dont show playerRun(); }
public AudioManager(MyGame game) : base(game) { myGame = game; events = new List<Event>(); game.mediator.register(this, MyEvent.C_ATTACK_BULLET_END, MyEvent.M_BITE, MyEvent.G_NextLevel, MyEvent.G_GameOver,MyEvent.M_HIT); audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); trackCue = soundBank.GetCue("Cowboy"); levelCompleteCue = soundBank.GetCue("LevelComplete"); trackCue.Play(); trackCue.Pause(); }
public Water(MyGame game, Model model, Unit unit) : base(game, unit, new CModel(game, model)) { waterEffect = game.Content.Load <Effect>("WaterEffect"); cModel.SetModelEffect(waterEffect, false); waterEffect.Parameters["viewportWidth"].SetValue( game.GraphicsDevice.Viewport.Width); waterEffect.Parameters["viewportHeight"].SetValue( game.GraphicsDevice.Viewport.Height); waterEffect.Parameters["WaterNormalMap"].SetValue( game.Content.Load <Texture2D>("water_normal")); ((WaterUnit)unit).waterEffect = waterEffect; }
public Water(MyGame game, Model model, Unit unit) : base(game,unit,new CModel(game, model)) { waterEffect = game.Content.Load<Effect>("WaterEffect"); cModel.SetModelEffect(waterEffect, false); waterEffect.Parameters["viewportWidth"].SetValue( game.GraphicsDevice.Viewport.Width); waterEffect.Parameters["viewportHeight"].SetValue( game.GraphicsDevice.Viewport.Height); waterEffect.Parameters["WaterNormalMap"].SetValue( game.Content.Load<Texture2D>("water_normal")); ((WaterUnit)unit).waterEffect = waterEffect; }
public MonstersManager(MyGame game) : base(game) { monsters = new List<Monster>(); deadMonsters = new List<Monster>(); myGame = game; rnd[0] = new Random(); rnd[1] = new Random(); hpBillBoardSystem = new HPBillboardSystem(game.GraphicsDevice, game.Content, Constants.HP_SIZE, monsters); //skinnedModel = Game.Content.Load<SkinnedModel>(@"Textures\EnemyBeast"); reinitializeMonstersTypes(); myGame.mediator.register(this, MyEvent.G_NextLevel_END_OF_MUSIC); }
public AudioManager(MyGame game) : base(game) { myGame = game; events = new List <Event>(); game.mediator.register(this, MyEvent.C_ATTACK_BULLET_END, MyEvent.M_BITE, MyEvent.G_NextLevel, MyEvent.G_GameOver, MyEvent.M_HIT); audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); trackCue = soundBank.GetCue("Cowboy"); levelCompleteCue = soundBank.GetCue("LevelComplete"); trackCue.Play(); trackCue.Pause(); }
public MonstersManager(MyGame game) : base(game) { monsters = new List <Monster>(); deadMonsters = new List <Monster>(); myGame = game; rnd[0] = new Random(); rnd[1] = new Random(); hpBillBoardSystem = new HPBillboardSystem(game.GraphicsDevice, game.Content, Constants.HP_SIZE, monsters); //skinnedModel = Game.Content.Load<SkinnedModel>(@"Textures\EnemyBeast"); reinitializeMonstersTypes(); myGame.mediator.register(this, MyEvent.G_NextLevel_END_OF_MUSIC); }
public TargetCamera(MyGame game, Vector3 Position, Vector3 Target) : base(game) { this.Position = Position; this.Target = Target; }
public Monster(MyGame game, CModel model, Unit unit) : base(game, unit, model) { monsterModel = ((MonsterModel)cModel); monsterUnit = ((MonsterUnit)unit); }
public StartScreen(MyGame game) : base(game,100) { emptyTex = game.Content.Load<Texture2D>("empty2"); }
public AnimatedModel(MyGame game,SkinnedModel skinnedModel) : base(game,skinnedModel.Model) { reinitialize2(skinnedModel); }
public SkyCubeUnit(MyGame game, Vector3 Position, Vector3 Rotation, Vector3 Scale) : base(game,Position, Rotation, Scale) { }
public FrameRateCounter(Game game) : base(game) { myGame = (MyGame)game; }
public StartScreen(MyGame game) : base(game, 100) { emptyTex = game.Content.Load <Texture2D>("empty2"); }
public BulletUnit(MyGame game,Vector3 Position, Vector3 Rotation, Vector3 Scale,Vector3 Direction) : base(game,Position, Rotation, Scale) { this.Direction = Direction; }
public HelpScreen(MyGame game) : base(game, 300) { }
public CreditsScreen(MyGame game) : base(game,500) { }
public HelpScreen(MyGame game) : base(game,300) { }
public Tree(MyGame game, Model model, Unit unit, Texture2D Texture) : base(game,unit,new CModel(game, model)) { }
public Bullet(MyGame game, Model model, Unit unit) : base(game, unit, new CModel(game, model)) { }