public EscenarioCamino(GameModel contexto, Personaje personaje) : base(contexto, personaje, 0, 0)
 {
 }
Esempio n. 2
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        public GUI(String mediaDir, D3DDevice device, Player player, GameModel gameModel)
        {
            Device            = device;
            Player1           = player;
            gameModelInstance = gameModel;

            gameOverSpriteLocation = mediaDir + "2d\\gui\\gameover.png";

            drawer           = new Drawer2D();
            statusBarContent = new Dictionary <StatusBarElements, TgcText2D>();

            //armo sprite de selección
            Vector2 scaling = new Vector2(0.35f, 0.35f);

            itemSelectionSprite         = null;
            itemSelectionSprite         = new CustomSprite();
            itemSelectionSprite.Bitmap  = new CustomBitmap(mediaDir + "2d\\gui\\items\\selection.png", Device.Device);
            itemSelectionSprite.Scaling = scaling;

            itemCombinationSprite         = null;
            itemCombinationSprite         = new CustomSprite();
            itemCombinationSprite.Bitmap  = new CustomBitmap(mediaDir + "2d\\gui\\items\\combination.png", Device.Device);
            itemCombinationSprite.Scaling = scaling;

            itemEquippedSprite         = null;
            itemEquippedSprite         = new CustomSprite();
            itemEquippedSprite.Bitmap  = new CustomBitmap(mediaDir + "2d\\gui\\items\\equipped.png", Device.Device);
            itemEquippedSprite.Scaling = scaling;

            //creo sprites para cada tipo de objeto
            foreach (InventoryObject.ObjectTypes type in Enum.GetValues(typeof(InventoryObject.ObjectTypes)))
            {
                CustomSprite sprite = null;
                sprite         = new CustomSprite();
                sprite.Bitmap  = new CustomBitmap(mediaDir + "2d\\gui\\items\\" + type.ToString() + ".png", Device.Device);
                sprite.Scaling = scaling;

                //agrego objetos a la lista
                InventorySprites.Add(type, sprite);
            }

            //creo sprites para cada tipo de clima
            foreach (World.Weather weather in Enum.GetValues(typeof(World.Weather)))
            {
                CustomSprite sprite = null;
                sprite         = new CustomSprite();
                sprite.Bitmap  = new CustomBitmap(mediaDir + "2d\\gui\\weather_" + weather.ToString() + ".png", Device.Device);
                sprite.Scaling = new Vector2(0.35f, 0.35f);

                //agrego objetos a la lista
                WeatherSprites.Add(weather, sprite);
            }

            //fecha y hora
            //contabilizo texto fps
            usedSpace += (int)(DefaultFontSize * 1.1f);
            dayTime    = GameUtils.createText("", 0, usedSpace);

            //barras de status
            hpBarSprite          = new CustomSprite();
            hpBarSprite.Bitmap   = new CustomBitmap(mediaDir + "2d\\gui\\hp-bar.png", Device.Device);
            hpBarSprite.Position = new Vector2(Device.Width - (hpBarSprite.Bitmap.Width * hpBarSprite.Scaling.X), Device.Height - (hpBarSprite.Bitmap.Height * 1.05f));

            hpBarFrameSprite          = new CustomSprite();
            hpBarFrameSprite.Bitmap   = new CustomBitmap(mediaDir + "2d\\gui\\frame-hp-bar.png", Device.Device);
            hpBarFrameSprite.Position = new Vector2(Device.Width - (hpBarSprite.Bitmap.Width * hpBarSprite.Scaling.X), Device.Height - (hpBarSprite.Bitmap.Height * 1.05f));

            hungerBarSprite          = new CustomSprite();
            hungerBarSprite.Bitmap   = new CustomBitmap(mediaDir + "2d\\gui\\hunger-bar.png", Device.Device);
            hungerBarSprite.Position = new Vector2(Device.Width - (hungerBarSprite.Bitmap.Width * hungerBarSprite.Scaling.X), hpBarSprite.Position.Y - (hungerBarSprite.Bitmap.Height * 1.05f));

            hungerBarFrameSprite          = new CustomSprite();
            hungerBarFrameSprite.Bitmap   = new CustomBitmap(mediaDir + "2d\\gui\\frame-hunger-bar.png", Device.Device);
            hungerBarFrameSprite.Position = new Vector2(Device.Width - (hungerBarSprite.Bitmap.Width * hungerBarSprite.Scaling.X), hpBarSprite.Position.Y - (hungerBarSprite.Bitmap.Height * 1.05f));

            thirstBarSprite          = new CustomSprite();
            thirstBarSprite.Bitmap   = new CustomBitmap(mediaDir + "2d\\gui\\thirst-bar.png", Device.Device);
            thirstBarSprite.Position = new Vector2(Device.Width - (thirstBarSprite.Bitmap.Width * thirstBarSprite.Scaling.X), hungerBarSprite.Position.Y - (thirstBarSprite.Bitmap.Height * 1.05f));

            thirstBarFrameSprite          = new CustomSprite();
            thirstBarFrameSprite.Bitmap   = new CustomBitmap(mediaDir + "2d\\gui\\frame-thirst-bar.png", Device.Device);
            thirstBarFrameSprite.Position = new Vector2(Device.Width - (thirstBarSprite.Bitmap.Width * thirstBarSprite.Scaling.X), hungerBarSprite.Position.Y - (thirstBarSprite.Bitmap.Height * 1.05f));

            staminaBarSprite          = new CustomSprite();
            staminaBarSprite.Bitmap   = new CustomBitmap(mediaDir + "2d\\gui\\stamina-bar.png", Device.Device);
            staminaBarSprite.Position = new Vector2(Device.Width - (staminaBarSprite.Bitmap.Width * staminaBarSprite.Scaling.X), thirstBarSprite.Position.Y - (staminaBarSprite.Bitmap.Height * 1.05f));

            staminaBarFrameSprite          = new CustomSprite();
            staminaBarFrameSprite.Bitmap   = new CustomBitmap(mediaDir + "2d\\gui\\frame-stamina-bar.png", Device.Device);
            staminaBarFrameSprite.Position = new Vector2(Device.Width - (staminaBarSprite.Bitmap.Width * staminaBarSprite.Scaling.X), thirstBarSprite.Position.Y - (staminaBarSprite.Bitmap.Height * 1.05f));

            foreach (World.Weather weather in Enum.GetValues(typeof(World.Weather)))
            {
                CustomSprite sprite = WeatherSprites[weather];
                sprite.Position = new Vector2(Device.Width - sprite.Bitmap.Width / 2.5f, staminaBarSprite.Position.Y - (sprite.Bitmap.Height));
            }
        }
Esempio n. 3
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 public Sombras(GameModel gameModel)
 {
     MyShaderDir    = gameModel.ShadersDir;
     this.gameModel = gameModel;
 }
Esempio n. 4
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        //public void Update(float[] eyePosition)
        //{
        //    effect.SetValue("fvEyePosition", eyePosition);
        //}

        public void Init(GameModel model, Device device)
        {
            this.d3dDevice = device;
            this.gameModel = model;

            #region configurarEfecto

            string compilationErrors;
            effect = Effect.FromFile(d3dDevice, GameModel.shadersDir + "PostProcess.fx",
                                     null, null, ShaderFlags.PreferFlowControl, null, out compilationErrors);
            Console.WriteLine(compilationErrors);
            effect.Technique = "DefaultTechnique";
            #endregion

            depthStencil = d3dDevice.CreateDepthStencilSurface(d3dDevice.PresentationParameters.BackBufferWidth,
                                                               d3dDevice.PresentationParameters.BackBufferHeight,
                                                               DepthFormat.D24S8, MultiSampleType.None, 0, true);

            #region inicializarRenderTargets
            renderTarget = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth
                                       , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget,
                                       Format.X8R8G8B8, Pool.Default);

            renderTarget4 = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth / 4
                                        , d3dDevice.PresentationParameters.BackBufferHeight / 4, 1, Usage.RenderTarget,
                                        Format.X8R8G8B8, Pool.Default);

            renderTargetGlow = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth / 4
                                           , d3dDevice.PresentationParameters.BackBufferHeight / 4, 1, Usage.RenderTarget,
                                           Format.X8R8G8B8, Pool.Default);
            #endregion

            #region setEffectValues
            effect.SetValue("g_RenderTarget", renderTarget);
            // Resolucion de pantalla
            effect.SetValue("screen_dx", d3dDevice.PresentationParameters.BackBufferWidth);
            effect.SetValue("screen_dy", d3dDevice.PresentationParameters.BackBufferHeight);
            #endregion

            #region inicializarVertexBuffer
            //Creamos un FullScreen Quad
            CustomVertex.PositionTextured[] vertices =
            {
                new CustomVertex.PositionTextured(-1,  1, 1, 0, 0),
                new CustomVertex.PositionTextured(1,   1, 1, 1, 0),
                new CustomVertex.PositionTextured(-1, -1, 1, 0, 1),
                new CustomVertex.PositionTextured(1,  -1, 1, 1, 1)
            };
            //vertex buffer de los triangulos
            vertexBuffer = new VertexBuffer(typeof(CustomVertex.PositionTextured),
                                            4, d3dDevice, Usage.Dynamic | Usage.WriteOnly,
                                            CustomVertex.PositionTextured.Format, Pool.Default);
            vertexBuffer.SetData(vertices, 0, LockFlags.None);
            #endregion

            #region shadowMap
            shadowTex   = new Texture(D3DDevice.Instance.Device, SHADOWMAP_SIZE, SHADOWMAP_SIZE, 1, Usage.RenderTarget, Format.R32F, Pool.Default);
            stencilBuff = D3DDevice.Instance.Device.CreateDepthStencilSurface(SHADOWMAP_SIZE, SHADOWMAP_SIZE, DepthFormat.D24S8, MultiSampleType.None, 0, true);

            var aspectRatio = D3DDevice.Instance.AspectRatio;
            projMatrix = TGCMatrix.PerspectiveFovLH(Geometry.DegreeToRadian(80), aspectRatio, 50, 5000);
            D3DDevice.Instance.Device.Transform.Projection = TGCMatrix.PerspectiveFovLH(Geometry.DegreeToRadian(45.0f), aspectRatio, near_plane, far_plane).ToMatrix();
            #endregion

            #region light
            lightPos = new TGCVector3(760, 520, 60);
            lightDir = TGCVector3.Empty - lightPos;
            lightDir.Normalize();
            lightView = TGCMatrix.LookAtLH(lightPos, lightPos + lightDir, new TGCVector3(0, 0, 1));
            #endregion
        }
Esempio n. 5
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        public void Init(GameModel gameModel)
        {
            GModel = gameModel;
            var pisoTextura     = TgcTexture.createTexture(D3DDevice.Instance.Device, GModel.MediaDir + "Texturas\\largerblock3b3dim.jpg");
            var planeSize       = new TGCVector3(500, 0, 500);
            var pisoOrientacion = TgcPlane.Orientations.XZplane;

            var texturaTipo1 = TgcTexture.createTexture(D3DDevice.Instance.Device, GModel.MediaDir + "\\Texturas\\blocks9.jpg");


            var boxSize  = new TGCVector3(20, 150, 500);
            var boxSize2 = new TGCVector3(500, 150, 20);

            pared1 = new List <TGCBox>();
            pared2 = new List <TGCBox>();
            piso   = new List <TgcPlane>();

            aabbDelEscenario        = new List <TgcBoundingAxisAlignBox>();
            plataformasDelEscenario = new List <TgcBoundingAxisAlignBox>();
            desplazamientosDePlataformasDelEscenario = new List <TGCVector3>();

            pilares = new List <TgcMesh>();
            muebles = new List <TgcMesh>();

            //--------------piso
            for (var i = 0; i < 8; i++)
            {
                var plane = new TgcPlane(new TGCVector3(0, 0, planeSize.Z * i), planeSize, pisoOrientacion, pisoTextura);
                piso.Add(plane);
            }
            for (var i = 9; i < 12; i++)
            {
                var plane = new TgcPlane(new TGCVector3(0, 0, planeSize.Z * i), planeSize, pisoOrientacion, pisoTextura);
                piso.Add(plane);
            }
            for (var i = 13; i < 16; i++)
            {
                var plane = new TgcPlane(new TGCVector3(0, 0, planeSize.Z * i), planeSize, pisoOrientacion, pisoTextura);
                piso.Add(plane);
            }
            for (var i = 2; i < 4; i++)
            {
                var plane = new TgcPlane(new TGCVector3(planeSize.X * i, 0, /*planeSize.Z * i*/ 8000), planeSize, pisoOrientacion, pisoTextura);
                piso.Add(plane);
            }

            //---------pared1
            for (var i = 0; i < 8; i++)
            {
                var center = new TGCVector3(0, boxSize.Y / 2, (boxSize.Z / 2) + boxSize.Z * i);
                var box    = TGCBox.fromSize(center, boxSize, texturaTipo1);
                box.AutoTransform = true;
                pared1.Add(box);

                aabbDelEscenario.Add(box.BoundingBox);
            }

            for (var i = 9; i < 12; i++)
            {
                var center = new TGCVector3(0, boxSize.Y / 2, (boxSize.Z / 2) + boxSize.Z * i);
                var box    = TGCBox.fromSize(center, boxSize, texturaTipo1);
                box.AutoTransform = true;
                pared1.Add(box);

                aabbDelEscenario.Add(box.BoundingBox);
            }
            for (var i = 12; i < 17; i++)
            {
                var center = new TGCVector3(0, boxSize.Y / 2, (boxSize.Z / 2) + boxSize.Z * i);
                var box    = TGCBox.fromSize(center, boxSize, texturaTipo1);
                box.AutoTransform = true;
                pared1.Add(box);

                aabbDelEscenario.Add(box.BoundingBox);
            }

            for (var i = 0; i < 4; i++)
            {
                var center = new TGCVector3((planeSize.X / 2) + boxSize2.X * i, boxSize2.Y / 2, 8500 /*(boxSize.Z / 2) + boxSize.Z * i*/);
                var box    = TGCBox.fromSize(center, boxSize2, texturaTipo1);
                box.AutoTransform = true;
                pared1.Add(box);

                aabbDelEscenario.Add(box.BoundingBox);
            }

            //------pared2
            for (var i = 0; i < 8; i++)
            {
                var center = new TGCVector3(planeSize.X, boxSize.Y / 2, (boxSize.Z / 2) + boxSize.Z * i);
                var box    = TGCBox.fromSize(center, boxSize, texturaTipo1);

                box.AutoTransform = true;
                pared2.Add(box);

                aabbDelEscenario.Add(box.BoundingBox);
            }

            for (var i = 8; i < 12; i++)
            {
                var center = new TGCVector3(planeSize.X, boxSize.Y / 2, (boxSize.Z / 2) + boxSize.Z * i);
                var box    = TGCBox.fromSize(center, boxSize, texturaTipo1);

                box.AutoTransform = true;
                pared2.Add(box);

                aabbDelEscenario.Add(box.BoundingBox);
            }
            for (var i = 12; i < 16; i++)
            {
                var center = new TGCVector3(planeSize.X, boxSize.Y / 2, (boxSize.Z / 2) + boxSize.Z * i);
                var box    = TGCBox.fromSize(center, boxSize, texturaTipo1);

                box.AutoTransform = true;
                pared2.Add(box);

                aabbDelEscenario.Add(box.BoundingBox);
            }

            for (var i = 1; i < 4; i++)
            {
                var center = new TGCVector3((planeSize.X / 2) + boxSize2.X * i, boxSize2.Y / 2, 8000 /*(boxSize.Z / 2) + boxSize.Z * i*/);
                var box    = TGCBox.fromSize(center, boxSize2, texturaTipo1);
                box.AutoTransform = true;
                pared1.Add(box);

                aabbDelEscenario.Add(box.BoundingBox);
            }

            //------------objetos estaticos----------------------------
            //----------
            var texturaCaja = TgcTexture.createTexture(D3DDevice.Instance.Device, GModel.MediaDir + "\\Texturas\\cajaMadera4.jpg");
            var sizeCaja    = new TGCVector3(50, 50, 50);

            caja1 = TGCBox.fromSize(new TGCVector3(35, sizeCaja.Y / 2, 150), sizeCaja, texturaCaja);
            caja1.AutoTransform = true;
            aabbDelEscenario.Add(caja1.BoundingBox);

            caja2 = TGCBox.fromSize(new TGCVector3(465, sizeCaja.Y / 2, 2300), sizeCaja, texturaCaja);
            caja2.AutoTransform = true;
            aabbDelEscenario.Add(caja2.BoundingBox);


            //------------objetos con matrices de movimiento----------------------------
            var centro  = new TGCVector3(0f, 0f, 0f);
            var tamanio = new TGCVector3(5f, 5f, 5f);

            //Caja con movimiento en Y
            caja3 = TGCBox.fromSize(centro, tamanio, texturaCaja);
            caja3.AutoTransform = false;
            plataformasDelEscenario.Add(caja3.BoundingBox);

            //Caja con movimiento en X
            caja4 = TGCBox.fromSize(centro, tamanio, texturaCaja);
            caja4.AutoTransform = false;
            plataformasDelEscenario.Add(caja4.BoundingBox);

            //Caja con movimiento circular sobre el eje Y
            caja5 = TGCBox.fromSize(centro, tamanio, texturaCaja);
            caja5.AutoTransform = false;
            plataformasDelEscenario.Add(caja5.BoundingBox);

            //---------------------Otros objetos
            var loader      = new TgcSceneLoader();
            var sceneBarril = loader.loadSceneFromFile(GModel.MediaDir + "\\MeshCreator\\Meshes\\Objetos\\BarrilPolvora\\BarrilPolvora-TgcScene.xml");

            barril1 = sceneBarril.Meshes[0];
            barril1.AutoTransform = true;
            barril1.Position      = new TGCVector3(100, 0, 300);
            aabbDelEscenario.Add(barril1.BoundingBox);

            var sceneCalabera  = loader.loadSceneFromFile(GModel.MediaDir + "\\MeshCreator\\Meshes\\Esqueletos\\Calabera\\Calabera-TgcScene.xml");
            var sceneEsqueleto = loader.loadSceneFromFile(GModel.MediaDir + "\\MeshCreator\\Meshes\\Esqueletos\\EsqueletoHumano\\Esqueleto-TgcScene.xml");

            calabera = sceneCalabera.Meshes[0];
            calabera.AutoTransform = true;
            calabera.Position      = new TGCVector3(400, 0, 1000);
            aabbDelEscenario.Add(calabera.BoundingBox);

            esqueleto = sceneEsqueleto.Meshes[0];
            esqueleto.AutoTransform = true;
            esqueleto.Position      = new TGCVector3(25, 0, 1600);
            aabbDelEscenario.Add(esqueleto.BoundingBox);


            for (var i = 1; i < 8; i++)
            {
                var scenePilar = loader.loadSceneFromFile(GModel.MediaDir + "\\MeshCreator\\Meshes\\Cimientos\\PilarEgipcio\\PilarEgipcio-TgcScene.xml");

                pilar               = scenePilar.Meshes[0];
                pilar.Position      = new TGCVector3(35, 0, planeSize.Z * i);
                pilar.Scale         = new TGCVector3(2f, 2f, 2f);
                pilar.AutoTransform = true;
                pilares.Add(pilar);
                aabbDelEscenario.Add(pilar.BoundingBox);
            }
            for (var i = 1; i < 8; i++)
            {
                var scenePilar = loader.loadSceneFromFile(GModel.MediaDir + "\\MeshCreator\\Meshes\\Cimientos\\PilarEgipcio\\PilarEgipcio-TgcScene.xml");

                pilar               = scenePilar.Meshes[0];
                pilar.Position      = new TGCVector3(465, 0, planeSize.Z * i);
                pilar.Scale         = new TGCVector3(2f, 2f, 2f);
                pilar.AutoTransform = true;
                pilares.Add(pilar);
                aabbDelEscenario.Add(pilar.BoundingBox);
            }
            for (var i = 1; i < 7; i++)
            {
                var sceneMesaLuz = loader.loadSceneFromFile(GModel.MediaDir + "\\MeshCreator\\Meshes\\Muebles\\MesaDeLuz\\MesaDeLuz-TgcScene.xml");
                mueble1 = sceneMesaLuz.Meshes[0];
                if ((i % 2) == 0)
                {
                    mueble1.Position = new TGCVector3(465, 0, 575 * i);
                    mueble1.RotateY(FastMath.PI_HALF);
                }
                else
                {
                    mueble1.Position = new TGCVector3(35, 0, 575 * i);
                    mueble1.RotateY(-FastMath.PI_HALF);
                }

                mueble1.AutoTransform = true;
                muebles.Add(mueble1);
                aabbDelEscenario.Add(mueble1.BoundingBox);
            }


            var scenePilar2 = loader.loadSceneFromFile(GModel.MediaDir + "\\MeshCreator\\Meshes\\Cimientos\\PilarEgipcio\\PilarEgipcio-TgcScene.xml");

            pilarCaido1 = scenePilar2.Meshes[0];
            pilarCaido1.AutoTransform = false;
            aabbDelEscenario.Add(pilarCaido1.BoundingBox);
            pilarCaido1.Transform = TGCMatrix.RotationYawPitchRoll(0f, 0f, 1.5f) * TGCMatrix.Translation(120f, 10f, 1330f) * TGCMatrix.Scaling(3f, 1.2f, 1.2f);
            pilarCaido1.BoundingBox.transform(TGCMatrix.RotationYawPitchRoll(0f, 0f, 1.5f) * TGCMatrix.Translation(120f, 10f, 1330f) * TGCMatrix.Scaling(3f, 1.2f, 1.2f));//TGCMatrix.Scaling(6f, 0.5f, 1f)); //* TGCMatrix.RotationYawPitchRoll(0f, 0f, 1f));

            var scenePilar3 = loader.loadSceneFromFile(GModel.MediaDir + "\\MeshCreator\\Meshes\\Cimientos\\PilarEgipcio\\PilarEgipcio-TgcScene.xml");

            pilarCaido2 = scenePilar3.Meshes[0];
            pilarCaido2.AutoTransform = false;
            aabbDelEscenario.Add(pilarCaido2.BoundingBox);
            pilarCaido2.Transform = TGCMatrix.RotationYawPitchRoll(0f, 0f, 1.5f) * TGCMatrix.Translation(120f, 10f, 2330f) * TGCMatrix.Scaling(3f, 1.2f, 1.2f);
            pilarCaido2.BoundingBox.transform(TGCMatrix.RotationYawPitchRoll(0f, 0f, 1.5f) * TGCMatrix.Translation(120f, 10f, 2330f) * TGCMatrix.Scaling(3f, 1.2f, 1.2f));//TGCMatrix.Scaling(6f, 0.5f, 1f)); //* TGCMatrix.RotationYawPitchRoll(0f, 0f, 1f));

            //--------------------------------------------------
            //---------plataformas
            var texturaPlataforma = TgcTexture.createTexture(D3DDevice.Instance.Device, GModel.MediaDir + "Texturas\\BM_DiffuseMap_pared.jpg");
            var plataformaSize    = new TGCVector3(100f, 20f, 100f);

            plaFija1 = TGCBox.fromSize(new TGCVector3(0, 0, 0), plataformaSize, texturaPlataforma);
            aabbDelEscenario.Add(plaFija1.BoundingBox);

            plaFija2 = TGCBox.fromSize(new TGCVector3(0, 0, 0), plataformaSize, texturaPlataforma);
            aabbDelEscenario.Add(plaFija2.BoundingBox);

            plaFija3 = TGCBox.fromSize(new TGCVector3(0, 0, 0), plataformaSize, texturaPlataforma);
            aabbDelEscenario.Add(plaFija3.BoundingBox);

            plaFija4 = TGCBox.fromSize(new TGCVector3(0, 0, 0), plataformaSize, texturaPlataforma);
            aabbDelEscenario.Add(plaFija4.BoundingBox);

            plaFija5 = TGCBox.fromSize(new TGCVector3(0, 0, 0), plataformaSize, texturaPlataforma);
            aabbDelEscenario.Add(plaFija5.BoundingBox);

            plaMovil1 = TGCBox.fromSize(new TGCVector3(0f, 0f, 0f), plataformaSize, texturaPlataforma);
            plaMovil1.AutoTransform = false;
            aabbDelEscenario.Add(plaMovil1.BoundingBox);

            //Matrices para el manejo de cajas
            escalaBaseParaCajas = TGCMatrix.Scaling(10f, 10f, 10f);
            var ajusteAlturaDelCentro = caja3.Size.Y / 2;

            posicionamientoCaja3 = TGCMatrix.Translation(20, ajusteAlturaDelCentro, 20);
            posicionamientoCaja4 = TGCMatrix.Translation(30, ajusteAlturaDelCentro, 30);
            pivoteCaja5          = TGCMatrix.Translation(30, ajusteAlturaDelCentro, 60);
            radioCaja5           = TGCMatrix.Translation(0, 0, 5);

            //Matrices para el manejo de plataformas
            posicionamientoPla1 = TGCMatrix.Translation(250, -10, 500 * 8 + 500 / 2);

            posicionamientoPla2 = TGCMatrix.Translation(150, -10, 500 * 16 + 500 / 2);

            posicionamientoPla3 = TGCMatrix.Translation(400, -10, 500 * 16 + 300);

            posicionamientoPla4 = TGCMatrix.Translation(650, -10, 500 * 16 + 500 / 2);

            posicionamientoPla5 = TGCMatrix.Translation(900, -10, 500 * 16 + 500 / 2);

            posPlaMovil1 = TGCMatrix.Translation(250, -10, 500 * 12 + plaMovil1.Size.Z / 2);

            //Asumo el orden en el que fueron agregadas
            desplazamientoCaja3 = new TGCVector3(0, 1, 0);
            desplazamientoCaja4 = new TGCVector3(1, 0, 0);
            desplazamientoCaja5 = new TGCVector3(0, 1, 0);

            //En principio pensamos en tener una lista de matricesDePlataformasDelEscenario pero
            //Al pasar las matrices no logramos lo esperado
            desplazamientosDePlataformasDelEscenario.Add(desplazamientoCaja3); //caja3
            desplazamientosDePlataformasDelEscenario.Add(desplazamientoCaja4); //caja4
            desplazamientosDePlataformasDelEscenario.Add(desplazamientoCaja5); //caja5

            tiempoDeSubida     = 5f;                                           //Equivalente a 5 segundos?
            tiempoDeMovLateral = 10f;
            subir         = true;                                              //La caja empieza subiendo
            movLateral    = true;
            rotacionTotal = 0f;

            //----------musica
            musicaFondo          = new TgcMp3Player();
            musicaFondo.FileName = GModel.MediaDir + "\\Sound\\LavTown.mp3";
            musicaFondo.play(true);
        }
 public Nota(TgcMesh mesh, GameModel gameModel)
 {
     this.mesh      = mesh;
     this.gameModel = gameModel;
 }
 public Plataforma(TGCVector3 posicionInicial, TgcMesh mesh, GameModel Context) : base(posicionInicial, mesh, Context)
 {
     this.transformacion = TGCMatrix.Zero;
 }
        public void MoverPersonaje(char key, float elapsedTime, TgcD3dInput input, GameModel gameModel)
        {
            MovementSpeed = 800.0f;
            var movimiento       = TGCVector3.Empty;
            var posicionOriginal = this.Position;

            var moving        = false;
            var estoyFlotando = false;
            var adelante      = false;
            var lateral       = false;

            float rotY1 = input.XposRelative * 5 * elapsedTime;
            float rotX1 = input.YposRelative * 5 * elapsedTime;

            anguloAbsolutoEnY -= rotY1;
            anguloAbsolutoEnX += rotX1;

            if (key == key_forward)
            {
                movimiento.Z = -1;
                moving       = true;
                adelante     = true;
            }

            if (key == key_left)
            {
                movimiento.X = 1;
                moving       = true;
                lateral      = true;
            }

            if (key == key_back)
            {
                movimiento.Z = 1;
                moving       = true;
                adelante     = true;
            }


            if (key == key_right)
            {
                movimiento.X = -1;
                moving       = true;
                lateral      = true;
            }

            if (moving)
            {
                this.posicionAnterior = this.Position;

                var lastPos = meshPersonaje.Position;

                //movimiento *= MovementSpeed * elapsedTime;
                //meshPersonaje.Position = meshPersonaje.Position + movimiento;


                float MovimientoDelPersonaje = 0;
                if (adelante)
                {
                    MovimientoDelPersonaje = (-1) * movimiento.Z * MovementSpeed;
                    avanzarYretroceder(elapsedTime, MovimientoDelPersonaje, anguloAbsolutoEnY);
                }
                if (lateral)
                {
                    MovimientoDelPersonaje = -1 * movimiento.X * MovementSpeed;
                    DesplazamientoLateral(elapsedTime, MovimientoDelPersonaje, anguloAbsolutoEnY);
                }
                //RecalcularForward();
                //en este metodo hay que poner bien forward y se soluciona el shader
                meshPersonaje.updateBoundingBox();



                //COLISIONES

                bool chocaron = gameModel.escenario.tgcScene.Meshes.Any(mesh => TgcCollisionUtils.testAABBAABB(mesh.BoundingBox, meshPersonaje.BoundingBox));
                if (chocaron)
                {
                    meshPersonaje.Position = lastPos;
                    var escalera = gameModel.escenario.tgcScene.Meshes.Find(mesh => mesh.Name.Contains("Escalera"));
                    this.chocandoConEscalera = TgcCollisionUtils.testAABBAABB(escalera.BoundingBox, meshPersonaje.BoundingBox);
                }

                bool chocoConMonster = TgcCollisionUtils.testAABBAABB(gameModel.monster.ghost.BoundingBox, meshPersonaje.BoundingBox);
                if (chocoConMonster)
                {
                    meshPersonaje.Position = lastPos;
                }
                if (!chocoConMonster && !chocaron)
                {
                    vectorDeMovemiento = movimiento;
                }


                bool chocoConParedInvisible = TgcCollisionUtils.testAABBAABB(gameModel.paredInvisible.paredInvisible.BoundingBox, meshPersonaje.BoundingBox);
                if (chocoConParedInvisible)
                {
                    meshPersonaje.Position = lastPos;
                }

                reproducirCaminata();

                transformarMesh(); // Hace el mesh transform

                this.Position = meshPersonaje.Position;
            }

            //en este metodo hay que poner bien forward y se soluciona el shader

            eye    = this.Position;
            target = puntoDemira(anguloAbsolutoEnY, anguloAbsolutoEnX);//movimiento;

            RecalcularForward();
            //Hacer que la camara siga al personaje en su nueva posicion
            //camaraInterna.Target = this.Position;

            this.SetCamera(eye, target);
        }
Esempio n. 9
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 public MonsterBlur(Escenario nuestra_scene, GameModel modelo)
 {
     escenario = nuestra_scene;
     gameModel = modelo;
 }
Esempio n. 10
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        //public abstract TgcMesh Mesh();

        protected Colisionable(GameModel Context)
        {
            this.Context = Context;
        }