/// <summary> /// Constructor /// </summary> public PrisonGame() { // XNA startup graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // Create objects for the parts of the ship for(int i=1; i<=6; i++) { phibesModel.Add(new PrisonModel(this, i)); } // Create a player object player = new Player(this); // Some basic setup for the display window this.IsMouseVisible = true; this.Window.AllowUserResizing = true; this.graphics.PreferredBackBufferWidth = 1024; this.graphics.PreferredBackBufferHeight = 728; // Basic camera settings camera = new Camera(graphics); camera.FieldOfView = MathHelper.ToRadians(60); camera.Eye = new Vector3(800, 180, 1053); camera.Center = new Vector3(275, 90, 1053); lineDraw = new PSLineDraw(this, Camera); this.Components.Add(lineDraw); }
public AnimatedModel(PrisonGame game, string asset,Player play) { playInfo = play; this.game = game; this.asset = asset; skinTransforms = new Matrix[57]; for (int i = 0; i < skinTransforms.Length; i++) { skinTransforms[i] = Matrix.Identity; } }
public Interface(PrisonGame game, Player player, int playerControllerIndex) { this.game = game; this.player = player; if (playerControllerIndex == 1) { index = PlayerIndex.One; } else if (playerControllerIndex == 2) { index = PlayerIndex.Two; } else if (playerControllerIndex == 3) { index = PlayerIndex.Three; } else if (playerControllerIndex == 4) { index = PlayerIndex.Four; } }
/// <summary> /// Constructor /// </summary> public PrisonGame() { // XNA startup graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; skybox = new Skybox(this); // Camera settings camera1 = new Camera(graphics); camera1.Eye = new Vector3(800, 180, 1053); camera1.Center = new Vector3(275, 90, 1053); camera1.FieldOfView = MathHelper.ToRadians(42); camera2 = new Camera(graphics); camera1.Eye = new Vector3(800, 180, 1053); camera1.Center = new Vector3(275, 90, 1053); camera1.FieldOfView = MathHelper.ToRadians(42); ground = new Ground(this); // Create a player object player = new Player(this, camera1); player2.Location = new Vector3(0, 0, 0); player2 = new Player(this, camera2); player2.Location = new Vector3(0,0, 100); //Particle system smokePlume = new SmokeParticleSystem3d(9); // Some basic setup for the display window this.IsMouseVisible = true; //this.Window.AllowUserResizing = true; this.graphics.PreferredBackBufferWidth = 1024; this.graphics.PreferredBackBufferHeight = 768; lineDraw = new PSLineDraw(this, Camera); this.Components.Add(lineDraw); }
public bool PlayerIsFacing(Player player, string door) { Vector3 doorLocation = Vector3.Zero; foreach (PrisonModel model in phibesModel) { Vector3 coords = model.GetDoorLocation(door); if (coords != Vector3.Zero) { doorLocation = coords; } } Vector3 playerLocation = player.getLocation(); Vector3 playerFacing = player.getFacing(); playerFacing.Normalize(); Vector3 doorDirectionFromPlayer = doorLocation - playerLocation; doorDirectionFromPlayer.Normalize(); int playerFacingSign = (int)Math.Round(MostSignificant(playerFacing)); int appopriateFacingSign = (int)Math.Round(MostSignificant(doorDirectionFromPlayer)); return playerFacingSign == appopriateFacingSign; }
public Bazooka(Player player) { this.player = player; }
/// <summary> /// Initializes a new instance of the <see cref="Locust" /> class. /// This function creates Bat, given the game supplied /// </summary> /// <param name="game"></param> public Dalek(PrisonGame p_game, Player p_player) { game = p_game; player = p_player; }