Esempio n. 1
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        // derp.
        // this is from the Learning XNA 4.0 book, really:
        public virtual void Draw(Camera camera)
        {
            Matrix[] transforms = new Matrix[model.Bones.Count]; // probably not relevant to spaceships? unless I add moving parts?
            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();
            }
        }
Esempio n. 2
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        /// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            // TODO: Add your initialization code here
            normalCol.A = 128;

             OurCamera = new Camera(game, new Vector3(0, 0, 50), Vector3.Zero, Vector3.Up);           ;

            colors = new Color[maxEntries];
            targetColors = new Color[maxEntries];
            colorSetAt = new TimeSpan[maxEntries];
            for (int i = 0; i < maxEntries; ++i)
            {
                targetColors[i] = (colors[i] = normalCol);
                // colorSetAt[i] = new GameTime(); // not necessary; colorSetAt[i] isn't relevant until targetColors[i]!=colors[i] and will be set at the same time as targetColors[i]
            }

            entries = new Dictionary<string, string>(maxEntries);
            entries.Add("New Game", "newGame");
            entries.Add("Quit Game", "exit");
            entries.Add("*Space Shooter*", "noop");
            entries.Add("by", "noop");
            entries.Add("Greg Velichansky", "noop");

            moveSelection(0, null); // draw something as selected to start with, eh?

            base.Initialize();
        }
Esempio n. 3
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        /// <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

            stars = new SkyBox(this);
            Components.Add(stars);

            camera = new Camera(this, new Vector3(0, 0, 50), Vector3.Zero, Vector3.Up);
            //Components.Add(camera); // actually -- why the heck is the camera its own game component? Whatever... it doesn't need to be for my purposes.

            // we want the bullets to move before the models run their Update() calls
            // that's to avoid having the bullets taking one move before collision detection is ever run, which spoils point-blank shots :V
            bulletManager = new ModelManager(this);
            Components.Add(bulletManager);

            modelManager = new ModelManager(this);
            Components.Add(modelManager);

            gameMenu = new MainMenu(this);
            Components.Add(gameMenu);

            screen.Push(gameScreen.gameMenu); // start at the main menu?

            debugcons = new IOConsole(this);
            Components.Add(debugcons);
            IOConsole.instance = debugcons;

            dispatcher = new Dispatcher(this);
            Components.Add(dispatcher); // for the sake of completeness... not sure if it'll use any of the actual game component interface, actually

            hud = new HUD(this, font);
            Components.Add(hud);

            base.Initialize();
        }