Esempio n. 1
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        public ModelScene(GameEngine game)
            : base(game)
        {
            // Create a title sprite to display the name of this scene.
            title = new VideoFont("Nibiru Engine - Model Demo Scene", @"Fonts\trebuchet", new Vector2(10, 10), Color.White);

            // Setup a camera to view this scene.
            Camera = new GameCamera(game, PlayerIndex.One, new Vector3(0, 0, 50), Vector3.Zero, Vector3.Up, 1, 10000, 250.0f);
            Camera.AllowMove = true;
            Camera.AllowPitch = true;
            Camera.AllowYaw = false;
            Camera.AllowRoll = false;
            Camera.UseKeyboard = true;

            // Setup the sky dome that will render a sky/sun around the world.
            Sky = new GameSkyDome(game, Camera);

            // Setup a game terrain that will be loaded from the heightmap image.
            Terrain = new GameTerrain2(game, Camera, Sky, @"Models\terrain", @"Models\ground");

            // Create the spaceship avatar that the camera will center around.
            spaceship = new VideoModel(Camera, @"Models\spaceship");

            Attach(title);
            Attach(spaceship);
        }
Esempio n. 2
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 /// <summary>
 /// Constructor for the player manager. Creates all four engine players.
 /// </summary>
 /// <param name="engine"></param>
 public PlayerManager(GameEngine engine)
     : base(engine)
 {
     players = new GamePlayer[4];
     players[0] = new GamePlayer(PlayerIndex.One);
     players[1] = new GamePlayer(PlayerIndex.Two);
     players[2] = new GamePlayer(PlayerIndex.Three);
     players[3] = new GamePlayer(PlayerIndex.Four);
 }
Esempio n. 3
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        internal ContentCache(GameEngine game)
        {
            this.game = game;

            // Create all the dictionaries that we need.
            textures = new Dictionary<string, Texture2D>();
            models = new Dictionary<string, Model>();
            fonts = new Dictionary<string, SpriteFont>();
            effects = new Dictionary<string, Effect>();
            skies = new Dictionary<string, SkyContent>();
            particles = new Dictionary<string, ParticleContent>();
        }
Esempio n. 4
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        public SpriteScene(GameEngine game)
            : base(game)
        {
            // Create a title sprite to display the name of this scene.
            title = new VideoFont("Nibiru Engine - Sprite Demo Scene", @"Fonts\trebuchet", new Vector2(10, 10), Color.White);

            // Create some bouncing rings.
            rings = new AutomatedSprite(@"Images\threerings", new Vector2(250, 250), Color.White, 75, 75, 0, 6, 8);
            rings.Speed = new Vector2 (1, 1);

            // Create a player controlled sprite.
            skull = new ControlledSprite(PlayerIndex.One, @"Images\skullball", new Vector2(550, 550), Color.White, 75, 75, 0, 6, 8);
            skull.Speed = new Vector2(2, 2);

            Attach(title);
            Attach(rings);
            Attach(skull);
        }
Esempio n. 5
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        public ParticleScene(GameEngine game)
            : base(game)
        {
            // Setup a camera to view this scene.
            Camera = new GameCamera(game, PlayerIndex.One, new Vector3(0, 0, 0), new Vector3(0, 0, 0), Vector3.Up, 1, 10000, 1.0f);
            //Camera.CurrentType = VideoCamera.Types.Third;
            //Camera.Near = 1;
            //Camera.Far = 10000;

            // Create a title sprite to display the name of this scene.
            title = new VideoFont("Nibiru Engine - Particle Demo Scene", @"Fonts\trebuchet", new Vector2(10, 10), Color.White);

            // Simply change the class of the effect to try out other effects.
            effect = new VideoParticle(Camera, @"Particles\smoke");

            Attach(title);
            Attach(effect);
        }
Esempio n. 6
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 /// <summary>
 /// Abstract constructor for a manager, requires a game engine.
 /// </summary>
 /// <param name="engine"></param>
 public AbstractManager(GameEngine game)
     : base(game)
 {
 }
Esempio n. 7
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 public SoundManager(GameEngine engine)
     : base(engine)
 {
 }
Esempio n. 8
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 public ModelManager(GameEngine engine)
     : base(engine)
 {
     modelList = new List<IEngineModel>();
 }
Esempio n. 9
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 /// <summary>
 /// Constructor for a new scene manager, requires the game engine.
 /// </summary>
 /// <param name="engine"></param>
 public SceneManager(GameEngine engine)
     : base(engine)
 {
     scenes = new List<GameScene>();
     //UpdateOrder = 1;
 }
Esempio n. 10
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 public ParticleManager(GameEngine game)
     : base(game)
 {
     particles = new List<IEngineParticle>();
 }
Esempio n. 11
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 /// <summary>
 /// Constructor for a sprite manager, requires a game engine.
 /// </summary>
 /// <param name="game"></param>
 public SpriteManager(GameEngine game)
     : base(game)
 {
     spriteList = new List<IEngineSprite>();
 }
Esempio n. 12
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 /// <summary>
 /// Constructor for game configuration object. Needs the game engine.
 /// </summary>
 /// <param name="game">The game engine this configuration belongs to.</param>
 public GameConfig(GameEngine game)
 {
     this.game = game;
 }