Esempio n. 1
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public void Update(GameTime gameTime)
        {
            // Apply keyboard input.

            var keyboardState = Keyboard.GetState();
            var gamePadState  = GamePad.GetState(PlayerIndex.One);

            var   deltaMilliseconds = (float)gameTime.ElapsedGameTime.TotalMilliseconds;
            float moveSpeed         = 0.025f * deltaMilliseconds;
            float lookSpeed         = moveSpeed * 0.1f;

            if (keyboardState.IsKeyDown(Keys.LeftShift))
            {
                moveSpeed *= 0.25f;
            }

            var cameraPosition = camera.Position;

            if (keyboardState.IsKeyDown(Keys.W))
            {
                cameraPosition += camera.Forward * moveSpeed;
            }
            else if (keyboardState.IsKeyDown(Keys.S))
            {
                cameraPosition += camera.Backward * moveSpeed;
            }
            if (keyboardState.IsKeyDown(Keys.A))
            {
                cameraPosition += camera.Left * moveSpeed;
            }
            else if (keyboardState.IsKeyDown(Keys.D))
            {
                cameraPosition += camera.Right * moveSpeed;
            }
            if (keyboardState.IsKeyDown(Keys.Q))
            {
                cameraPosition += camera.Up * moveSpeed;
            }
            else if (keyboardState.IsKeyDown(Keys.E))
            {
                cameraPosition += camera.Down * moveSpeed;
            }

            cameraPosition += camera.Forward * moveSpeed * gamePadState.ThumbSticks.Left.Y;
            cameraPosition += camera.Right * moveSpeed * gamePadState.ThumbSticks.Left.X;

            cameraPosition += camera.Up * moveSpeed * (gamePadState.Triggers.Right - gamePadState.Triggers.Left);

            camera.Position = cameraPosition;

            var target = camera.Position + camera.Forward;

            target += camera.Right * gamePadState.ThumbSticks.Right.X * lookSpeed;
            target += camera.Up * gamePadState.ThumbSticks.Right.Y * lookSpeed * 0.5f;

            camera.SetLookAt(cameraPosition, target, Vector3.UnitZ);

            Player.Position = cameraPosition;
            Player.Facing   = camera.Forward;
        }
Esempio n. 2
0
        protected void Initialize()
        {
            camera = new FirstPersonCamera(MathHelper.PiOver4 * 0.75f, graphics.Viewport.AspectRatio, 0.25f, 250.0f);

            camera.Position  = new Vector3(-111, -46, 0);
            camera.XRotation = -MathHelper.PiOver2;
            camera.YRotation = -MathHelper.Pi;

            camera.SetLookAt(camera.Position, camera.Position + new Vector3(6, 8, 0), Vector3.UnitZ);

            //Components.Add(new FramesPerSecondComponent(this));
            //Components.Add(_gameSettings = new GameSettingsComponent(this));

            //var guiService = new GuiComponent(this);
            //Components.Add(guiService);
            //Services.AddService<IGuiService>(guiService);

            LoadContent();
        }