public override void Draw(GraphicsDevice device, camera camera) { world = Matrix.CreateRotationX(MathHelper.Pi / -2) * Matrix.CreateTranslation(position); device.SamplerStates[0] = SamplerState.LinearWrap; base.Draw(device, camera); }
public override void Draw(GraphicsDevice device, camera camera) { world = scale * rotation * Matrix.CreateTranslation(position); //soundEffect = ((Game1)Game).soundFx.CreateInstance(); device.SamplerStates[0] = SamplerState.LinearWrap; base.Draw(device, camera); }
public Enemy(Model model, Vector3 Position, float Speed, GraphicsDevice device, camera camera, ModelManager modelManager) : base(model) { this.modelmanager = modelManager; world = Matrix.CreateTranslation(Position); position = Position; speed = Speed; }
public override void Draw(GraphicsDevice device, camera camera) { position = modelmanager.GettankPosition(); position.Y = 0; world = scale * Matrix.CreateTranslation(position); device.SamplerStates[0] = SamplerState.LinearWrap; base.Draw(device, camera); }
public override void Draw(GraphicsDevice device, camera camera) { position = modelmanager.GettankPosition(); position.Y = 0; world =scale* Matrix.CreateTranslation(position); device.SamplerStates[0] = SamplerState.LinearWrap; base.Draw(device, camera); }
//SoundEffect soundFx; //SoundEffectInstance music; //SoundEffectInstance soundEffect; public Tank(Model model, GraphicsDevice device, camera camera) : base(model) { MousePick = new MousePick(device, camera); turretBone = model.Bones["turret_geo"]; rightFrontWheel = model.Bones["r_front_wheel_geo"]; leftFrontWheel = model.Bones["l_front_wheel_geo"]; rightRearWheel = model.Bones["r_back_wheel_geo"]; leftRearWheel = model.Bones["l_back_wheel_geo"]; }
/// <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 camera = new camera(this, new Vector3(0, 50, 200), new Vector3(0, 0, 0), Vector3.Up); Components.Add(camera); ModelManager = new ModelManager(this); Components.Add(ModelManager); this.IsMouseVisible = true; base.Initialize(); }
public override void Draw(GraphicsDevice device, camera camera) { scale = Matrix.CreateScale(.03f); direction = modelmanager.GettankPosition() - position; direction.Normalize(); position += direction * speed * timeSincelastFrame; rotation = Matrix.CreateRotationY((float)Math.Atan2(direction.X, direction.Z)); world = scale * rotation * Matrix.CreateTranslation(position); device.SamplerStates[0] = SamplerState.LinearWrap; base.Draw(device, camera); }
public virtual void Draw(GraphicsDevice device, camera camera) { transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = transforms[mesh.ParentBone.Index] * world; effect.View = camera.view; effect.Projection = camera.projection; effect.TextureEnabled = true; effect.Alpha = 1; //effect.EnableDefaultLighting(); } mesh.Draw(); } }
public MousePick(GraphicsDevice device, camera camera) { this.device = device; this.camera = camera; }
public override void Draw(GraphicsDevice device, camera camera) { device.SamplerStates[0] = SamplerState.LinearWrap; base.Draw(device, camera); }
public Wall(Model model, Vector3 Position, GraphicsDevice device, camera camera) : base(model) { world = Matrix.CreateTranslation(Position); position = Position; }