public void BuildField(float size) { while (Bees.Count < 50) { Bee bee = new Bee(); bee.model = random.Next(4); bee.position = RandomVector(-100, 100); bee.velocity = RandomVector(-.1f, .1f); bee.size = 3; bee.noise = 0; if (((bee.position.X < 10 && bee.position.X > -10) || (bee.position.Y < 10 ) || (bee.position.Z < 10 && bee.position.Z > -10))) continue; Bees.AddLast(bee); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { this.IsMouseVisible = true; //Change the resolution to 800x600 graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); // TODO: Add your initialization logic here mBeeSprite = new Bee(); // bee2 = new Sprite(); mStamina = new StaminaBar(); mBackgroundOne = new Sprite(); mBackgroundOne.Scale = 2.0f; mBackgroundTwo = new Sprite(); mBackgroundTwo.Scale = 2.0f; mBackgroundThree = new Sprite(); mBackgroundThree.Scale = 2.0f; mBackgroundFour = new Sprite(); mBackgroundFour.Scale = 2.0f; mBackgroundFive = new Sprite(); mBackgroundFive.Scale = 2.0f; base.Initialize(); }
private void DrawModel(GraphicsDeviceManager graphics, Model model, Matrix world, Bee ast) { Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); transforms[wing1] = Matrix.CreateRotationY(ast.wingAngle) * transforms[wing1]; transforms[wing2] = Matrix.CreateRotationY(-ast.wingAngle) * transforms[wing2]; transforms[head] = Matrix.CreateRotationY(ast.headAngle) * transforms[head]; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * world; effect.View = game.Camera.View; effect.Projection = game.Camera.Projection; } mesh.Draw(); } }