internal TGCGame() { game = this; new GraphicsDeviceManager(this); // Graphics.IsFullScreen = true; Content.RootDirectory = "Content"; }
public Xwing() { HP = 100; Score = 0; ScaleMatrix = Matrix.CreateScale(2.5f); Game = TGCGame.Instance; }
public Matrix getTransform() { var W = weapons[cur_weapon]; return (Matrix.CreateScale(W.scale) * Matrix.CreateRotationY(W.pitch * MathF.PI / 180.0f) * Matrix.CreateRotationX(W.yaw * MathF.PI / 180.0f) * Matrix.CreateTranslation(W.desf + new Vector3(0, 0, MathF.Sin(game.player.dist * 0.07f))) * TGCGame.CalcularMatrizOrientacion(1.0f, game.camPosition, game.player.Direction)); }
public ExplosionAnim(Vector3 position) { Game = TGCGame.Instance; rawPos = position; //var scl = MathHelper.Lerp(0f, 1f, 1 - (Vector3.Distance(position, Game.Xwing.Position) / 500)); var scl = 1f; size = sectorSize * scl; scale = scl; center = Game.HUD.center; }
/// <summary> /// Constructor del juego. /// </summary> public TGCGame() { // Maneja la configuracion y la administracion del dispositivo grafico. Graphics = new GraphicsDeviceManager(this); // Descomentar para que el juego sea pantalla completa. // Graphics.IsFullScreen = true; // Carpeta raiz donde va a estar toda la Media. Content.RootDirectory = "Content"; Instance = this; Xwing = new Xwing(); Gizmos = new Gizmos(); }
public void Init() { Game = TGCGame.Instance; GraphicsDevice = Game.GraphicsDevice; Content = Game.Content; ContentFolder3D = TGCGame.ContentFolder3D; ContentFolderEffects = TGCGame.ContentFolderEffects; ContentFolderTextures = TGCGame.ContentFolderTextures; SpriteBatch = new SpriteBatch(GraphicsDevice); LoadContent(); }
public LightCamera(float aspectRatio, Vector3 position) : base(aspectRatio) { Game = TGCGame.Instance; Position = position; //FrontDirection = Vector3.Normalize(Game.Xwing.Position - Position); FrontDirection = new Vector3(-0.86602545f, -0.5f, 0f); RightDirection = Vector3.Normalize(Vector3.Cross(FrontDirection, Vector3.Up)); UpDirection = Vector3.Normalize(Vector3.Cross(RightDirection, FrontDirection)); NearPlane = 250f; FarPlane = 900f; CalculateProjection(); }
public Laser(Vector3 pos, Matrix rotation, Matrix srt, Vector3 fd, Vector3 c) { Position = pos; SRT = srt; FrontDirection = fd; Color = c; Game = TGCGame.Instance; //BoundingCylinder = new BoundingCylinder(Position, 10f, 20f); //BoundingCylinder.Rotation = rotation; var tempAABB = BoundingVolumesExtensions.CreateAABBFrom(Game.Drawer.LaserModel); tempAABB = BoundingVolumesExtensions.Scale(tempAABB, 0.3f); BoundingBox = OrientedBoundingBox.FromAABB(tempAABB); BoundingBox.Center = pos; BoundingBox.Orientation = rotation; }
public CEnemy(CBspFile p_scene, TGCGame p_game, CSMDModel p_model) : base(p_scene, p_game) { model = p_model; vel_lineal = model.speed; // 0 "ValveBiped.Bip01_Pelvis" -1 // 13 "ValveBiped.Bip01_Neck1" 12 // 14 "ValveBiped.Bip01_Head1" 13 // 45 "ValveBiped.weapon_bone" 9 int[] ndx_hp = { 0, 13, 14, 45 }; float[] hp_dw = { 10, 5, 5, 5 }; for (int i = 0; i < cant_hp; ++i) { hit_points[i] = new hit_point(); hit_points[i].Position = new Vector3(); hit_points[i].bone_id = ndx_hp[i]; hit_points[i].dw = hp_dw[i]; } }
public BackgroundCombat() { Game = TGCGame.Instance; }
public CWeapon(TGCGame p_game, GraphicsDevice p_device, ContentManager p_content, string p_folder) { game = p_game; device = p_device; Content = p_content; cs_folder = p_folder; // Arma String[] W = { "v_pist_usp", "idle", "reload", "shoot1", "v_pist_glock18", "glock_idle", "glock_reload", "glock_firesingle", "v_pist_fiveseven", "idle", "reload", "shoot1", "v_pist_elite", "idle", "reload", "shoot_left1", "v_357", "idle01", "reload", "fire", "v_snip_awp", "awm_idle", "awm_reload", "awm_fire", "v_smg_mp5", "idle", "reload1", "shoot1", "v_smg_mac10", "mac10_idle", "mac10_reload", "mac10_fire", "v_shot_m3super90", "idle", "start_reload", "shoot1", "v_rif_sg552", "idle", "reload", "shoot1", "v_rif_m4a1", "idle", "reload", "shoot1", "v_rif_famas", "idle", "reload", "shoot1", "v_rif_aug", "idle", "reload", "shoot1", "v_rif_ak47", "ak47_idle", "ak47_reload", "ak47_fire1", "v_rif_galil", "idle", "reload", "shoot1", "v_pist_deagle", "idle1", "reload", "shoot1", "v_knife_t", "idle", "draw", "stab" }; int t = 0; while (t < W.Length) { String weapon_name = W[t++]; String file_name = "weapons\\" + weapon_name + "\\" + weapon_name; weapons[cant_weapons++] = new weapon_reference(file_name, device, Content, cs_folder, W[t++], W[t++], W[t++]); } int k = 0; //v_pist_usp weapons[k].pitch = 73; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-4.7f, -4, -4); weapons[k].scale = new Vector3(1, 1, -1); weapons[k].muzzle_attachment = 1; weapons[k].muzzle_pos = new Vector3(0, 2.75f, 6.5f); k++; // v_pist_glock18 weapons[k].pitch = 73; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-4.7f, -4, -4); weapons[k].scale = new Vector3(1, 1, -1); weapons[k].muzzle_attachment = 4; weapons[k].muzzle_pos = new Vector3(0, 0, 6); k++; // v_pist_fiveseven weapons[k].pitch = 73; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-4.7f, -4, -4); weapons[k].scale = new Vector3(1, 1, -1); weapons[k].muzzle_attachment = 1; weapons[k].muzzle_pos = new Vector3(0, 2.2f, 7.5f); k++; // v_pist_elite weapons[k].pitch = 73; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-4.7f, -4, -4); weapons[k].scale = new Vector3(1, 1, -1); weapons[k].muzzle_attachment = 22; k++; //v_357 weapons[k].pitch = 73; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-17, -6, -3); weapons[k].scale = new Vector3(1, 1, -1); weapons[k].muzzle_attachment = 22; k++; //v_snip_awp weapons[k].pitch = 73; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-4.7f, -4, -4); weapons[k].scale = new Vector3(1, 1, -1); weapons[k].muzzle_pos = new Vector3(0, 3.5f, 28); k++; //v_smg_mp5 weapons[k].pitch = 73; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-4.7f, -4, -4); weapons[k].scale = new Vector3(1, 1, -1); weapons[k].muzzle_pos = new Vector3(3, 6, 27.5f); k++; //v_smg_mac10 weapons[k].pitch = 73; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-4.7f, -4, -4); weapons[k].scale = new Vector3(1, 1, -1); weapons[k].muzzle_pos = new Vector3(0, 3, 5); k++; // v_shot_m3super90 weapons[k].pitch = 73; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-4.7f, -4, -4); weapons[k].scale = new Vector3(1, 1, -1); weapons[k].muzzle_pos = new Vector3(2.724713f, 2.405631f, 16.455919f) + new Vector3(0, 3, 18); k++; //v_rif_sg552 weapons[k].pitch = 73; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-4.7f, -4, -4); weapons[k].scale = new Vector3(1, 1, -1); weapons[k].muzzle_pos = new Vector3(3, 5.5f, 34); k++; //v_rif_m4a1 weapons[k].pitch = 73; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-4.7f, -4, -4); weapons[k].scale = new Vector3(1, 1, -1); weapons[k].muzzle_pos = new Vector3(0.20f, 3.50f, 20.00f); k++; // famas weapons[k].pitch = 79; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-11, -3, -9); weapons[k].scale = new Vector3(1, 1, -1); weapons[k].muzzle_pos = new Vector3(-7.7f, 0, 12f); k++; // aug weapons[k].pitch = 76; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-5, -6, -15); weapons[k].scale = new Vector3(1, 1, -1); weapons[k].muzzle_pos = new Vector3(-1.70f, 2.70f, 15.00f); k++; // ak47 weapons[k].pitch = 76; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-5, -6, -15); weapons[k].scale = new Vector3(1, 1, -1); weapons[k].muzzle_pos = new Vector3(0, 3.50f, 19.00f); k++; // galil weapons[k].pitch = 76; weapons[k].yaw = 14; weapons[k].desf = new Vector3(-5, -6, -15); weapons[k].muzzle_pos = new Vector3(1.6f, 3.87f, 31); k++; // pist Eagle weapons[k].pitch = 71; weapons[k].yaw = 10; weapons[k].desf = new Vector3(-14, -1.5f, -14); weapons[k].muzzle_pos = new Vector3(0, 2.75f, 6.50f); //weapons[k].model.anim[2].frameRate = 10; // correccion muzzle_pos for (int i = 0; i < cant_weapons; ++i) { weapons[i].muzzle_pos = new Vector3(weapons[i].muzzle_pos.X, -weapons[i].muzzle_pos.Z, weapons[i].muzzle_pos.Y); } // otros efectos sp = new CSprite("effects\\muzzleflashx", device, Content); sp.rendercolor = new Vector3(1, 1, 1); sp.scale = 0.1f; sp.renderamt = 1; cur_weapon = 9; }
public CPlayer(CBspFile p_scene, TGCGame p_game) { scene = p_scene; game = p_game; Height = p_game.soldier_height; }
static void Main() { using (var game = new TGCGame()) game.Run(); }
public HUD(TGCGame instance) { Game = instance; SpriteBatch = new SpriteBatch(Game.GraphicsDevice); }
public Input(TGCGame instance) { Game = instance; }