Esempio n. 1
0
        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();
        }
Esempio n. 2
0
        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();
        }
Esempio n. 3
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 /// <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?
 }
Esempio n. 4
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 /// <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?
 }
Esempio n. 5
0
        // 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
        }
Esempio n. 6
0
        // 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
        }