public void AddCharacter(DefaultCamera camera, InputManager inputManager, GameObject gameObject, float mass) { CharacterController rbc = new CharacterController(camera, inputManager, mass); gameObject.AddController(rbc); world.AddBody(rbc.Body); rbc.Body.EnableDebugDraw = true; rbc.Body.DebugDraw(debugDraw); }
/** * An async method to set the default camera and initialize the default camera */ public async Task InitDefaultCameraAsync() { if (DefaultCamera == null) { var cameraDevices = await DeviceInformation.FindAllAsync(DeviceClass.VideoCapture); // here we use the first or default camera. If requirement changes we can change the camera by changing selection here DeviceInformation defaultWebCamDev = cameraDevices.FirstOrDefault(); DefaultCamera = await CameraDevice.CreateNewCameraDeviceAsync(defaultWebCamDev); } if (DefaultCamera.CameraCapture == null) { await DefaultCamera.InitCameraAsync(); } }
private void WebsiteClick(UIEvent ev) { WebsiteEnter(null); AudioComponent audio = _website.GetComponent <AudioComponent>(); audio.Play(); audio.SetVolume(0.35f); if (!_finished) { AddDebt(1); Vector2 pos = DefaultCamera.ScreenPointToWorld(InputManager.Instance.MousePosition); BurstDollars(1, pos); _websiteSprite.Texture = ResourceManager.Load <Texture2D>($"Textures/Website{Random.NextRange(0, MAX_WEBSITES)}.png"); } }
public void Setup() { try { this.state_e = GameState.SETUP; Core.DrawSpritesFirst(); DefaultCamera.SetAspect((float)this.height_i / (float)this.width_i); Mouse.Hide(); this.backdrop.Setup(); this.player.Setup(); this.aliens.Setup(); this.sound.Setup(); this.state_e = GameState.TITLE; Core.Sync(); } catch (Exception ex) { this.exception_ex = ex; } }
public CharacterController(DefaultCamera camera, InputManager inputManager, float mass) : base(mass, PhysicsWorld.PhysicsShape.ConvexMesh) { this.camera = camera; this.inputManager = inputManager; camera.KeysEnabled = false; }
/// <summary> /// Function to set up the renderers initial state. /// </summary> private void SetDefaultStates() { // Add shader includes if they're gone. if (!Graphics.Shaders.IncludeFiles.Contains("Gorgon2DShaders")) { Graphics.Shaders.IncludeFiles.Add("Gorgon2DShaders", Encoding.UTF8.GetString(Resources.BasicSprite)); } // Record the initial state before set up. if (_initialState == null) { _initialState = new Gorgon2DStateRecall(this); } // Reset the cache values. _cache.Reset(); // Set our default shaders. VertexShader.Current = VertexShader.DefaultVertexShader; PixelShader.Current = PixelShader.DefaultPixelShaderDiffuse; Graphics.Input.IndexBuffer = DefaultIndexBuffer; Graphics.Input.VertexBuffers[0] = DefaultVertexBufferBinding; Graphics.Input.Layout = DefaultLayout; Graphics.Input.PrimitiveType = PrimitiveType.TriangleList; IsMultisamplingEnabled = Graphics.Rasterizer.States.IsMultisamplingEnabled; if (PixelShader != null) { GorgonTextureSamplerStates sampler = GorgonTextureSamplerStates.LinearFilter; sampler.TextureFilter = TextureFilter.Point; Graphics.Shaders.PixelShader.TextureSamplers[0] = sampler; Graphics.Shaders.PixelShader.Resources[0] = null; } Graphics.Rasterizer.States = GorgonRasterizerStates.CullBackFace; Graphics.Output.BlendingState.States = GorgonBlendStates.DefaultStates; Graphics.Output.DepthStencilState.States = GorgonDepthStencilStates.NoDepthStencil; Graphics.Output.DepthStencilState.StencilReference = 0; Graphics.Output.SetRenderTarget(_defaultTarget.Target, _defaultTarget.DepthStencil); _currentTarget = _defaultTarget; UpdateTarget(ref _currentTarget); DefaultCamera.Update(); // Get the current state. DefaultState = new Gorgon2DStateRecall(this); // By default, turn on multi sampling over a count of 1. if (Target.Resource.ResourceType != ResourceType.Texture2D) { return; } var target2D = (GorgonRenderTarget2D)Target.Resource; if ((!IsMultisamplingEnabled) && ((target2D.Settings.Multisampling.Count > 1) || (target2D.Settings.Multisampling.Quality > 0)) && ((Graphics.VideoDevice.SupportedFeatureLevel == DeviceFeatureLevel.SM4_1) || (Graphics.VideoDevice.SupportedFeatureLevel == DeviceFeatureLevel.SM5))) { _multiSampleEnable = true; } }
public Map3DDrawable(DeathmatchMap Map, GraphicsDevice g) { this.Map = Map; sprCursor = Map.sprCursor; Camera = new DefaultCamera(g); effect = Map.Content.Load <Effect>("Shaders/Default Shader 3D"); PolygonEffect = new BasicEffect(g); PolygonEffect.TextureEnabled = true; PolygonEffect.EnableDefaultLighting(); float aspectRatio = g.Viewport.Width / (float)g.Viewport.Height; Matrix Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 1, 10000); PolygonEffect.Projection = Projection; PolygonEffect.World = Matrix.Identity; PolygonEffect.View = Matrix.Identity; // Key light. effect.Parameters["DirLight0Direction"].SetValue(new Vector3(-0.5265408f, -0.5735765f, -0.6275069f)); effect.Parameters["DirLight0DiffuseColor"].SetValue(new Vector3(1, 0.9607844f, 0.8078432f)); effect.Parameters["DirLight0SpecularColor"].SetValue(new Vector3(1, 0.9607844f, 0.8078432f)); // Fill light. effect.Parameters["DirLight1Direction"].SetValue(new Vector3(0.7198464f, 0.3420201f, 0.6040227f)); effect.Parameters["DirLight1DiffuseColor"].SetValue(new Vector3(0.9647059f, 0.7607844f, 0.4078432f)); effect.Parameters["DirLight1SpecularColor"].SetValue(Vector3.Zero); // Back light. effect.Parameters["DirLight2Direction"].SetValue(new Vector3(0.4545195f, -0.7660444f, 0.4545195f)); effect.Parameters["DirLight2DiffuseColor"].SetValue(new Vector3(0.3231373f, 0.3607844f, 0.3937255f)); effect.Parameters["DirLight2SpecularColor"].SetValue(new Vector3(0.3231373f, 0.3607844f, 0.3937255f)); Vector3 diffuseColor = Vector3.One; Vector3 emissiveColor = Vector3.Zero; Vector3 ambientLightColor = new Vector3(0.05333332f, 0.09882354f, 0.1819608f); Vector4 diffuse = new Vector4(); Vector3 emissive = new Vector3(); float alpha = 1; diffuse.X = diffuseColor.X * alpha; diffuse.Y = diffuseColor.Y * alpha; diffuse.Z = diffuseColor.Z * alpha; diffuse.W = alpha; emissive.X = (emissiveColor.X + ambientLightColor.X * diffuseColor.X) * alpha; emissive.Y = (emissiveColor.Y + ambientLightColor.Y * diffuseColor.Y) * alpha; emissive.Z = (emissiveColor.Z + ambientLightColor.Z * diffuseColor.Z) * alpha; effect.Parameters["DiffuseColor"].SetValue(diffuse); effect.Parameters["EmissiveColor"].SetValue(emissive); effect.Parameters["SpecularColor"].SetValue(Vector3.One); effect.Parameters["SpecularPower"].SetValue(64); DicDrawablePointPerColor = new Dictionary <Color, List <Tile3D> >(); DicTile3DByTileset = new Dictionary <int, Tile3DHolder>(); ListDrawableArrowPerColor = new List <Tile3D>(); for (int L = 0; L < Map.LayerManager.ListLayer.Count; L++) { CreateMap(Map, Map.LayerManager.ListLayer[L], L); } foreach (KeyValuePair <int, Tile3DHolder> ActiveTileSet in DicTile3DByTileset) { ActiveTileSet.Value.Finish(GameScreen.GraphicsDevice); } float Z = Map.LayerManager.ListLayer[0].ArrayTerrain[0, 0].Position.Z * 32; Map2D GroundLayer = Map.LayerManager.ListLayer[0].LayerGrid; DrawableTile ActiveTerrain = GroundLayer.GetTile(0, 0); Terrain3D ActiveTerrain3D = ActiveTerrain.Terrain3DInfo; Cursor = ActiveTerrain3D.CreateTile3D(0, Point.Zero, 0, 0, Z, 0, Map.TileSize, new List <Texture2D>() { sprCursor }, Z, Z, Z, Z, 0)[0]; }
void InitializeBehaviors() { Delegater delegater = repo.Delegater; /* * FPS */ fps = new FrameRateCounter(); delegater.Bind(Groups.FrameRate, fps); /* * Camera */ DefaultCamera camera = new DefaultCamera(GraphicsDevice) { ClearColor = Color.CornflowerBlue }; delegater.Bind(Groups.Camera, camera); /* * Background */ // bug: spritebatch.Begin(AlphaBlend) makes sure that this quad gets drawn in the background // which means that some important renderstates are getting set, but not by me FullScreenQuad background = new FullScreenQuad() { Top = new Color(25, 31, 32), Bottom = new Color(71, 81, 90), DrawOrder = 0 }; delegater.Bind(Groups.Background, background); /* * Statue */ StatueInformation statueInformation = new StatueInformation() { StatueSettings = StatueSettings[0] }; delegater.Bind(Groups.Statue, statueInformation); Statue statue = new Statue() { DrawOrder = 2 // to fix some troubles with blobs getting viewed through the statue }; delegater.Bind(Groups.Statue, statue); StatueMouseController statueController = new StatueMouseController(); delegater.Bind(Groups.Statue, statueController); /* * Game Information */ GameInformation gameInfo = new GameInformation() { GameMode = GameMode.Regular }; delegater.Bind(Groups.GameInformation, gameInfo); GameInformationDisplay gameInfoDisplay = new GameInformationDisplay() { DrawOrder = 3 }; delegater.Bind(Groups.GameInformation, gameInfoDisplay); /* * Blob Production */ DirtProducer blobProducer = new DirtProducer(); delegater.Bind(Groups.DirtProduction, blobProducer); /* * Game State Control */ GameStateController stateController = new GameStateController(); delegater.Bind(Groups.GameStateControl, stateController); /* * Menu stuff */ StatueInformation menuStatueInformation = new StatueInformation() { StatueSettings = StatueSettings[0] }; delegater.Bind(Groups.MenuStatuePreview, menuStatueInformation); Statue menuStatue = new Statue() { DrawOrder = 2 }; delegater.Bind(Groups.MenuStatuePreview, menuStatue); StatuePreviewSpinner statueSpinner = new StatuePreviewSpinner(); delegater.Bind(Groups.MenuStatuePreview, statueSpinner); MenuItemsDisplay menuItems = new MenuItemsDisplay() { DrawOrder = 3 }; delegater.Bind(Groups.MenuItemsDisplay, menuItems); /* * Intro */ Intro intro = new Intro(); delegater.Bind(Groups.Intro, intro); // omg, lousy hack.. these two lines makes sure we get to see the damn preview model in menu screen :P // im too tired to find the reason.. the code is such a mess already stateController.GameState = GameState.Playing; stateController.GameState = GameState.Menu; stateController.GameState = GameState.Intro; }
private void Awake() { instance = this; this.m_camera = this.GetComponent <Camera>(); }