Esempio n. 1
0
 //Add a transition to the cue list
 public void AddCue(CameraCue cue)
 {
     if (cues.Count == 0)
     {
         arrived = false;
     }
     cues.Add(cue);
 }
Esempio n. 2
0
 //Constructor for dollycam
 public DollyCam(CameraCue cue, Matrix project)
 {
     this.currentCue = cue;
     this.project = project;
     cues = new List<CameraCue>();
     arrived = true;
     waitElapsed = 0;
     UpdateView();
 }
Esempio n. 3
0
 //Constructor for dollycam
 public DollyCam(CameraCue cue, Matrix project)
 {
     this.currentCue = cue;
     this.project    = project;
     cues            = new List <CameraCue>();
     arrived         = true;
     waitElapsed     = 0;
     UpdateView();
 }
Esempio n. 4
0
        /// 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.
        protected override void Initialize()
        {
            CameraCue camCue = new CameraCue(new Vector3(0, 2, 23), new Vector3(0, 0, -1), 0);
            Matrix proj = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45),
                (float)settings.Default.ScreenWidth / (float)settings.Default.ScreenHeight,
                0.1f, 100.0f);

            camera = new DollyCam(camCue, proj);
            BuildCamPath();
            player = new Player();

            world = Matrix.CreateTranslation(0f, 0f, 0f);
            world *= Matrix.CreateScale(new Vector3(0.8f, 0.8f, 0.5f)) * Matrix.CreateRotationX(-(float)Math.PI / 2.0f);

            level = Content.Load<Model>("Models/Level/level1");

            base.Initialize();
        }
Esempio n. 5
0
        /// 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.
        protected override void Initialize()
        {
            CameraCue camCue = new CameraCue(new Vector3(0, 2, 23), new Vector3(0, 0, -1), 0);
            Matrix    proj   = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45),
                                                                   (float)settings.Default.ScreenWidth / (float)settings.Default.ScreenHeight,
                                                                   0.1f, 100.0f);

            camera = new DollyCam(camCue, proj);
            BuildCamPath();
            player = new Player();

            world  = Matrix.CreateTranslation(0f, 0f, 0f);
            world *= Matrix.CreateScale(new Vector3(0.8f, 0.8f, 0.5f)) * Matrix.CreateRotationX(-(float)Math.PI / 2.0f);

            level = Content.Load <Model>("Models/Level/level1");

            base.Initialize();
        }
Esempio n. 6
0
 //Set the camera cue to transition too and the speed to do it at
 public void TransitionTo(CameraCue nextCue)
 {
     cues.Insert(0, nextCue);
     arrived = false;
 }
Esempio n. 7
0
 //Add a transition to the cue list
 public void AddCue(CameraCue cue)
 {
     if (cues.Count == 0)
         arrived = false;
     cues.Add(cue);
 }
Esempio n. 8
0
 //Set the camera cue to transition too and the speed to do it at
 public void TransitionTo(CameraCue nextCue)
 {
     cues.Insert(0, nextCue);
     arrived = false;
 }