//constructor public MercedesSLRMclaren(ref GraphicsDeviceManager graphics, ContentManager currentContentLoader, ref SpriteBatch spriteBatch, Vector3 start, InputHandler input, ref SpriteFont currentFont, ref Model carModel, Game game) : base(ref graphics, start, input) { //smoke particle system smoke = new SmokePlumeParticleSystem(game, currentContentLoader, graphics.GraphicsDevice); smoke.DrawOrder = 100; game.Components.Add(smoke); //car model this.carModel = carModel; //gearbox and motor of the car changeGearBoxToAutomatic(); //create Gauge guageTexture = currentContentLoader.Load <Texture2D>("Textures//Gauges//Speedo"); needleTexture = currentContentLoader.Load <Texture2D>("Textures//Gauges//SpeedoNeedle"); lightTexture = currentContentLoader.Load <Texture2D>("Textures//Gauges//SpeedoGearLight"); canister = currentContentLoader.Load <Texture2D>("Textures//Gauges//NOScanister"); this.spriteBatch = spriteBatch; this.currentFont = currentFont; createGauge(graphics.GraphicsDevice.Viewport); //collision data collisionSphere = new BoundingSphere(position / 20, 0.30f); collisionBox = CreateBoundingBox(); collisionSphere = CreateBoundingSphere(); //sound data sound = new SoundEffectPlayer(currentContentLoader, this, "Sound//SoundEffects//Mercedes Mclaren SLR"); //car scale carScale = 0.05f; }
public FireObject(ContentManager content, FireParticleSystem fireSystem, SmokePlumeParticleSystem fireSmokeSystem, Vector3 firePosition, Vector3 smokeOffset) : base(firePosition, Color.Red.ToVector3(), 400) { this.fireSystem = fireSystem; this.fireSmokeSystem = fireSmokeSystem; fireEmitter = new ParticleEmitter(fireSystem, 100, firePosition); fireEmitter.Origin = firePosition; fireSmokeEmitter = new ParticleEmitter(fireSmokeSystem, 100, firePosition + smokeOffset); fireSmokeEmitter.Origin = firePosition + smokeOffset; this.smokeOffset = smokeOffset; Model = content.Load <Model>(@"Models\light"); }
//constructor public FordMustangGT500(ref GraphicsDeviceManager graphics, ContentManager currentContentLoader, ref SpriteBatch spriteBatch, Vector3 start, InputHandler input, ref SpriteFont currentFont, ref Model carModel, Game game) : base(ref graphics, start, input) { //smoke particle system smoke = new SmokePlumeParticleSystem(game, currentContentLoader, graphics.GraphicsDevice); smoke.DrawOrder = 100; game.Components.Add(smoke); //car model this.carModel = carModel; //gear box and current motor of car changeGearBoxToAutomatic(); //create Gauge guageTexture = currentContentLoader.Load <Texture2D>("Textures//Gauges//Speedo"); needleTexture = currentContentLoader.Load <Texture2D>("Textures//Gauges//SpeedoNeedle"); lightTexture = currentContentLoader.Load <Texture2D>("Textures//Gauges//SpeedoGearLight"); canister = currentContentLoader.Load <Texture2D>("Textures//Gauges//NOScanister"); this.spriteBatch = spriteBatch; this.currentFont = currentFont; createGauge(graphics.GraphicsDevice.Viewport); //collision data collisionSphere = new BoundingSphere(position / 20, 0.30f); collisionBox = CreateBoundingBox(); collisionSphere = CreateBoundingSphere(); //sound data sound = new SoundEffectPlayer(currentContentLoader, this, "Sound//SoundEffects//Mitsubishi Lancer Evo X"); //apply rotation carGlobalRotation = MathHelper.ToRadians(-90); //set wheel bone this.frontWheelRight = carModel.Bones["polySurface2927"]; this.frontWheelLeft = carModel.Bones["polySurface2926"]; this.backWheelRight = carModel.Bones["polySurface2928"]; this.backWheelLeft = carModel.Bones["polySurface2925"]; //car scale carScale = 0.05f; }
public AlienShooterGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; TargetElapsedTime = TimeSpan.FromTicks(333333); // you can choose whether you want a landscape or portrait // game by using one of the two helper functions defined below InitializePortraitGraphics(); // InitializeLandscapeGraphics(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); //Add Explosions and Smoke Game Components to AlienShooter explosionSmokeParticleSystem = new ExplosionSmokeParticleSystem(this, 2); Components.Add(explosionSmokeParticleSystem); explosionParticleSystem = new ExplosionParticleSystem(this, 1); Components.Add(explosionParticleSystem); smokePlumeParticleSystem = new SmokePlumeParticleSystem(this, 8); Components.Add(smokePlumeParticleSystem); // attempt to deserialize the screen manager from disk. if that // fails, we add our default screens. if (!screenManager.DeserializeState()) { // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); screenManager.AddScreen(new MainMenuScreen(), null); } //Imeplement tombstoning support globally if managing //multiple state objects across game gamescreens PhoneApplicationService.Current.Activated += AlienGame_Activated; PhoneApplicationService.Current.Deactivated += AlienGame_Deactivated; }