protected override void Initialize() { // TODO: Add your initialization logic here camera = new Camera(); camera.Position = new Vector3(45.7f, 45.65f, -495.88f); camera.Look = new Vector3(0, 0, 1); camera.Right = Vector3.Cross(camera.Look, Camera.Up); int midX = GraphicsDeviceManager.DefaultBackBufferHeight / 2; int midY = GraphicsDeviceManager.DefaultBackBufferWidth / 2; Mouse.SetPosition(midX, midY); children.Add(camera); ground = new Ground(); children.Add(ground); base.Initialize(); }
protected override void Initialize() { // TODO: Add your initialization logic here camera = new Camera(); camera.Position = new Vector3(0, 30, 100); int midX = GraphicsDeviceManager.DefaultBackBufferHeight / 2; int midY = GraphicsDeviceManager.DefaultBackBufferWidth / 2; Mouse.SetPosition(midX, midY); children.Add(camera); ground = new Ground(); children.Add(ground); base.Initialize(); }
protected override void Initialize() { // TODO: Add your initialization logic here camera = new Camera(); int midX = GraphicsDeviceManager.DefaultBackBufferHeight / 2; int midY = GraphicsDeviceManager.DefaultBackBufferWidth / 2; Mouse.SetPosition(midX, midY); dalek = new Dalek(); dalek.pos = new Vector3(0, 0, 0); dalek.DrawAxis = true; children.Add(dalek); EnemyDalek enemy = new EnemyDalek(); enemy.pos = new Vector3(10, 0, -10); enemy.DrawAxis = true; children.Add(enemy); children.Add(camera); ground = new Ground(); children.Add(ground); base.Initialize(); }
protected override void Initialize() { // TODO: Add your initialization logic here camera = new Camera(); camera.Position = new Vector3(2, 20, 50); int midX = GraphicsDeviceManager.DefaultBackBufferHeight / 2; int midY = GraphicsDeviceManager.DefaultBackBufferWidth / 2; Mouse.SetPosition(midX, midY); children.Add(camera); Params.Load("default.properties"); space = new Space(); oldState = Keyboard.GetState(); scenarios.Add(new SeekScenario()); scenarios.Add(new ArriveScenario()); scenarios.Add(new PursuitScenario()); scenarios.Add(new WanderScenario()); scenarios.Add(new StateMachinesScenario()); scenarios.Add(new ObstacleAvoidanceScenario()); scenarios.Add(new FlockingScenario()); scenarios.Add(new PathFindingScenario()); helpScreen = new HelpScreen(); ClearWorld(); scenarios[scenarioID].SetUp(); base.Initialize(); }
protected override void Initialize() { // TODO: Add your initialization logic here camera = new Camera(); SkySphere skySphere = new SkySphere(); children.Add(skySphere); camera.pos = new Vector3(2, 20, 50); int midX = GraphicsDeviceManager.DefaultBackBufferHeight / 2; int midY = GraphicsDeviceManager.DefaultBackBufferWidth / 2; Mouse.SetPosition(midX, midY); children.Add(camera); Scenario.setUpPursuit(); //Scenario.setUpWander(); base.Initialize(); }
protected override void Initialize() { // TODO: Add your initialization logic here camera = new Camera(); int midX = GraphicsDeviceManager.DefaultBackBufferHeight / 2; int midY = GraphicsDeviceManager.DefaultBackBufferWidth / 2; Mouse.SetPosition(midX, midY); teapot = new Teapot(); teapot.pos = new Vector3(0, 0, 0); teapot.DrawAxis = true; children.Add(teapot); EnemyTeapot enemy = new EnemyTeapot(); enemy.pos = new Vector3(20, 0, 0); enemy.DrawAxis = true; children.Add(enemy); children.Add(camera); base.Initialize(); }