public void Draw(Camera camera) { graphicsDevice.SetVertexBuffer(particleVertexBuffer); // Only draw if there are live particles if (endOfLiveParticlesIndex - endOfDeadParticlesIndex > 0) { for (int i = endOfDeadParticlesIndex; i < endOfLiveParticlesIndex; ++i) { particleEffect.Parameters["WorldViewProjection"].SetValue( camera.view * camera.projection); particleEffect.Parameters["particleColor"].SetValue(vertexColorArray[i].ToVector4()); // Draw particles foreach (EffectPass pass in particleEffect.CurrentTechnique.Passes) { pass.Apply(); graphicsDevice.DrawUserPrimitives<VertexPositionTexture>( PrimitiveType.TriangleStrip, verts, i * 4, 2); } } } }
/// <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() { // Initialize Camera camera = new Camera(this, new Vector3(0, 0, 50), Vector3.Zero, Vector3.Up); Components.Add(camera); // Initialize model manager modelManager = new ModelManager(this); Components.Add(modelManager); base.Initialize(); }
public void Draw(Camera camera) { Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect be in mesh.Effects) { be.EnableDefaultLighting(); be.Projection = camera.projection; be.View = camera.view; be.World = GetWorld() * mesh.ParentBone.Transform; } mesh.Draw(); } }
public void Drew(Camera camera) { graphicsDevice.SetVertexBuffers(particleVertexBuffer); for (int i = 0; i < maxParticles; ++i) { particleEffect.Parameters["WorldViewProjection"].SetValue( camera.view * camera.projection); particleEffect.Parameters["particleColor"].SetValue( vertexColorArray[i].ToVector4()); //Drew particles foreach (EffectPass pass in particleEffect.CurrentTechnique.Passes) { pass.Apply(); graphicsDevice.DrawUserPrimitives<VertexPositionTexture>( PrimitiveType.TriangleStrip, verts, i * 4, 2); } } }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { // Clear border between screens GraphicsDevice.Clear(Color.Black); // Set current drawing camera for player 1 // and set the viewport to player 1's viewport, // then clear and call base.Draw to invoke // the Draw method on the ModelManager component currentDrawingCamera = camera1; GraphicsDevice.Viewport = camera1.viewport; base.Draw(gameTime); // Set current drawing camera for player 2 // and set the viewport to player 2's viewport, // then clear and call base.Draw to invoke // the Draw method on the ModelManager component currentDrawingCamera = camera2; GraphicsDevice.Viewport = camera2.viewport; base.Draw(gameTime); }
/// <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() { camera = new Camera(this, new Vector3(0, 0, 50), Vector3.Zero, Vector3.Up); Components.Add(camera); //Intilize the Model manager modelManager = new ModelManager(this); Components.Add(modelManager); modelManager.Enabled = false; modelManager.Visible = false; //Splash screen component splashScreen = new SplashScreen(this); Components.Add(splashScreen); splashScreen.SetData("Welcome to space Defender!", currentGameState); base.Initialize(); }
public override void Draw(Camera camera) { if (isAlive) base.Draw(camera); }
/// <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() { //Intialize the video player // vidPlayer = new VideoPlayer(); camera = new Camera(this, new Vector3(0, 0, 50), Vector3.Zero, Vector3.Up); Components.Add(camera); //Intilize the Model manager modelManager = new ModelManager(this); Components.Add(modelManager); modelManager.Enabled = false; modelManager.Visible = false; //Splash screen component splashScreen = new SplashScreen(this); Components.Add(splashScreen); splashScreen.SetData("Welcome to space Defender!", currentGameState); splashScreen.Visible = false; //start menu startMenu = new StartMenu(this); Components.Add(startMenu); //about page about = new About(this); Components.Add(about); about.Visible = false; about.Enabled = false; //instructions page instructions = new Instructions(this); Components.Add(instructions); instructions.Visible = false; instructions.Enabled = false; base.Initialize(); }
/// <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() { // TODO: Add your initialization logic here camera = new Camera(this, new Vector3(0, 0, 50), Vector3.Zero, Vector3.Up); Components.Add(camera); modelManager = new ModelManager(this); Components.Add(modelManager); camera.addModelManager(modelManager); soundManager = new SoundManager(); modelManager.setSoundManager(soundManager); debug = new Developer_Debug_Menu(this); oldState = Keyboard.GetState(); oldGamepadState = GamePad.GetState(PlayerIndex.One); modelManager.Enabled = false; modelManager.Visible = false; //Splash screen component splashScreen = new SplashScreen(this); Components.Add(splashScreen); splashScreen.setSoundManager(soundManager); base.Initialize(); }
/// <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() { // Create viewports Viewport vp1 = GraphicsDevice.Viewport; Viewport vp2 = GraphicsDevice.Viewport; vp1.Height = (GraphicsDevice.Viewport.Height / 2); vp2.Y = vp1.Height; vp2.Height = vp1.Height; // Add camera components camera1 = new Camera(this, new Vector3(0, 0, 50), Vector3.Zero, Vector3.Up, vp1); Components.Add(camera1); camera2 = new Camera(this, new Vector3(0, 0, -50), Vector3.Zero, Vector3.Up, vp2); Components.Add(camera2); // Initialize model manager modelManager = new ModelManager(this); Components.Add(modelManager); base.Initialize(); }