protected override void LoadContent() { Model mmm = Game.Content.Load <Model>(@"models\TESTtext"); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); testcstart = new Vector3(mmm.Meshes[0].BoundingSphere.Radius, 0, 0); font = Game.Content.Load <SpriteFont>(@"fonts\MainMenuFont"); font.LineSpacing += ySpacing; // some fonts are stupid and don't actually leave any vertical space between lines linedim = font.MeasureString("Quit Game :( XXX"); // align left a bit by adding some nonsense characters to the reference string boxy = new SpaceJunkActor(mmm, Vector3.Zero, -Vector3.UnitZ, Vector3.Up); IOConsole.instance.WriteLine(boxy.model.Meshes[0].BoundingSphere.Radius.ToString(), null); blip = Game.Content.Load <SoundEffect>(@"sf3_sfx_menu_select"); //blip.Play(); }
protected override void LoadContent() { Model mmm = Game.Content.Load<Model>(@"models\TESTtext"); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); testcstart = new Vector3(mmm.Meshes[0].BoundingSphere.Radius, 0, 0); font = Game.Content.Load<SpriteFont>(@"fonts\MainMenuFont"); font.LineSpacing += ySpacing; // some fonts are stupid and don't actually leave any vertical space between lines linedim = font.MeasureString("Quit Game :( XXX"); // align left a bit by adding some nonsense characters to the reference string boxy = new SpaceJunkActor(mmm,Vector3.Zero, -Vector3.UnitZ, Vector3.Up); IOConsole.instance.WriteLine(boxy.model.Meshes[0].BoundingSphere.Radius.ToString(), null); blip = Game.Content.Load<SoundEffect>(@"sf3_sfx_menu_select"); //blip.Play(); }
/// <summary> /// actually, we don't even bother with collisions. they're kind of infrequent anyway /// </summary> /// <param name="what_with"></param> public override void RegisterCollision(ActorModel what_with) { // booo wth! // where'd you get your pilot's license, a Walgreen's? }
// uh, hi, we've run into something // by default, this should do the calculations for an elastic collision // however, none of our spaceships will actually use this default // so there's no point in implementing it yet :/ virtual public void RegisterCollision(ActorModel what_with) { // when worlds collide! rawr? // TODO insert physics here }
// uh, hi, we've run into something // by default, this should do the calculations for an elastic collision // however, none of our spaceships will actually use this default // so there's no point in implementing it yet :/ public virtual void RegisterCollision(ActorModel what_with) { // when worlds collide! rawr? // TODO insert physics here }