public Stairs(Vector3 position, bool westEast, bool shapeL) : base(position) { Position = position; var original = new CubeGraphic { Position = position, DrawFaces = CubeFaces.All ^ CubeFaces.Front ^ CubeFaces.Floor }; var nextFloor = new CubeGraphic { Position = original.Position + Vector3.Down, DrawFaces = CubeFaces.Sides ^ CubeFaces.Front }; var stairs = new ModelGraphic { Position = nextFloor.Position }; original.Texture = nextFloor.Texture = nextFloor.Resources.Content.Load<Texture2D>("Textures/Wall"); if (shapeL) { stairs.Model = stairs.Resources.Content.Load<Model>("Models/stairs1"); if (westEast) nextFloor.DrawFaces ^= CubeFaces.Right; else nextFloor.DrawFaces ^= CubeFaces.Left; } else { stairs.Model = stairs.Resources.Content.Load<Model>("Models/stairs"); nextFloor.DrawFaces ^= CubeFaces.Back; } if (westEast) { original.Rotation = nextFloor.Rotation = new Vector3(0, MathHelper.PiOver2, 0); stairs.Rotation = new Vector3(0, MathHelper.PiOver2, 0); stairs.MirrorX = true; } graphics = new GraphicsCollection(original, nextFloor, stairs); graphicsProviders.SubProviders.Add(graphics); }
public Floor(Vector3 position):base(position) { Position = position; wallGraphic = new CubeGraphic { Position = position }; wallGraphic.Texture = wallGraphic.Resources.Content.Load<Texture2D>("Textures/Wall"); graphicsProviders.SubProviders.Add(wallGraphic); }
protected Item() { Graphics = new CubeGraphic { Scale = new Vector3(0.25f), DrawFaces = CubeFaces.All ^ CubeFaces.Floor, Outter = true }; }
public Pit(Vector3 position) : base(position) { wallGraphic.DrawFaces = CubeFaces.None; var pitGraphic = new CubeGraphic { Position = position - Vector3.Up, DrawFaces = CubeFaces.Sides }; pitGraphic.Resources.Content.Load<Texture2D>("Textures/Wall"); graphics = new GraphicsCollection(wallGraphic, pitGraphic); graphicsProviders.SubProviders.Add(graphics); base.ContentActivated = true; }
public TextTag(Vector3 position, bool visible, bool isWestEast, string text) : base(position) { Text = text; Visible = visible; Graphics = new CubeGraphic { Position = Position, Outter = true, Texture = ResourceProvider.Instance.DrawRenderTarget(Text, Color.Black, Color.White), Scale = new Vector3(0.3f, 0.3f, 0.1f), Rotation = isWestEast ? new Vector3(0, MathHelper.PiOver2, 0) : Vector3.Zero }; }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); InitializeEffect(); myModel = Content.Load<Model>("Models/stairs1"); myModel1 = Content.Load<Model>("Models/stairs"); texture = Content.Load<Texture2D>("Textures/wall"); aspectRatio = (float)graphics.GraphicsDevice.Viewport.Width / (float)graphics.GraphicsDevice.Viewport.Height; ResourceProvider.Instance.Initialize(GraphicsDevice, Content); c = new CubeGraphic { Texture = texture, DrawFaces = CubeFaces.Back, Position = Vector3.Zero, Scale = new Vector3(1) }; f = new FreeLookCamera(this); f.Position = new Vector3(0, 0, 5); f.ForwardDirection = -Vector3.UnitZ; Components.Add(f); }
public Door(Vector3 position, bool hasButton) { HasButton = hasButton; Graphics = new CubeGraphic { DrawFaces = CubeFaces.All, Outter = true, Scale = new Vector3(0.66f, 0.65f, 0.15f) }; }