コード例 #1
0
ファイル: TankGame.cs プロジェクト: As-You-Like/DotNetStuff
        public TankGame(TankLevel level)
            : base(800, 600, GraphicsMode.Default, "Tank")
        {
            cameraSpinRotation            = 0;
            cameraSpinRotationControl     = new TrinaryFloatControl(Key.Left, Key.Right, 1f, -45, 45);
            cameraOverheadRotation        = 0;
            cameraOverheadRotationControl = new TrinaryFloatControl(Key.Down, Key.Up, 1f, 0, 80);

            //
            // Render Components
            //
            ArenaUtils.windowWidth  = ClientRectangle.Width;
            ArenaUtils.windowHeight = ClientRectangle.Height;
            ArenaUtils.arenaWidth   = level.width;
            ArenaUtils.arenaHeight  = level.height;

            ArenaUtils.glOrthoHalfWidth  = (float)ArenaUtils.windowWidth / 2f;
            ArenaUtils.glOrthoHalfHeight = (float)ArenaUtils.windowHeight / 2f;
            ArenaUtils.glOrthoWidth      = ArenaUtils.windowWidth;
            ArenaUtils.glOrthoHeight     = ArenaUtils.windowHeight;
            ArenaUtils.glArenaHalfWidth  = ArenaUtils.glOrthoWidth * .45f;
            ArenaUtils.glArenaHalfHeight = ArenaUtils.glOrthoHeight * .45f;
            ArenaUtils.glArenaWidth      = ArenaUtils.glOrthoWidth * .9f;
            ArenaUtils.glArenaHeight     = ArenaUtils.glOrthoHeight * .9f;

            arenaRenderer = new ArenaGLRenderer(this);
        }
コード例 #2
0
        public AISimulator(
            SquareBoundedPhysicalEntity[] squareBoundedEntities,
            CircleBoundedPhysicalEntity[] circleBoundedEntities
            )
            : base(800, 600, GraphicsMode.Default, "AI Simulator")
        {
            //
            // Camera Controls
            //
            cameraSpinRotation            = 0;
            cameraSpinRotationControl     = new TrinaryFloatControl(Key.Left, Key.Right, 1f, -45, 45);
            cameraOverheadRotation        = 0;
            cameraOverheadRotationControl = new TrinaryFloatControl(Key.Down, Key.Up, 1f, 0, 80);

            //
            // Entities
            //
            this.squareBoundedEntities = squareBoundedEntities;
            this.circleBoundedEntities = circleBoundedEntities;
        }
コード例 #3
0
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            Viewport viewport   = GraphicsDevice.Viewport;
            Int32    viewWidth  = viewport.Width;
            Int32    viewHeight = viewport.Height;

            //
            // Load World Grid
            //
            this.worldGrid = new Grid(this);


            //
            // Load Fonts
            //
            this.miramonte18Font = Content.Load <SpriteFont>("Miramonte18");


            //
            // Load Textures
            //


            //
            // Load Primitives
            //
            VertexPositionColor[] floorVertices = new VertexPositionColor[] {
                new VertexPositionColor(Vector3.UnitY, Color.Red),
                new VertexPositionColor(new Vector3(.5f, 0, 0), Color.Green),
                new VertexPositionColor(new Vector3(-.5f, 0, 0), Color.Blue),
            };
            floorVertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), floorVertices.Length, BufferUsage.WriteOnly);
            floorVertexBuffer.SetData <VertexPositionColor>(floorVertices);
            floorTriangleCount = floorVertices.Length / 3;
            floorBasicEffect   = new BasicEffect(GraphicsDevice);
            //floorBasicEffect.EnableDefaultLighting();
            floorWorld = Matrix.CreateTranslation(new Vector3(0, 1.5f, 0));


            VertexPositionColor[] octahedronVertices = new VertexPositionColor[] {
                new VertexPositionColor(new Vector3(1f, 0, 0), Color.Red),
                new VertexPositionColor(new Vector3(0, -1, 0), Color.Blue),
                new VertexPositionColor(new Vector3(0, 0, 1), Color.Green),
                new VertexPositionColor(new Vector3(1, 0, 0), Color.Blue),
                new VertexPositionColor(new Vector3(0, 1, 0), Color.Red),
                new VertexPositionColor(new Vector3(0, 0, -1), Color.Green),
                new VertexPositionColor(new Vector3(-1, 0, 0), Color.Red),
                new VertexPositionColor(new Vector3(0, 1, 0), Color.Blue),
                new VertexPositionColor(new Vector3(0, 0, 1), Color.Green),
                new VertexPositionColor(new Vector3(-1, 0, 0), Color.Blue),
                new VertexPositionColor(new Vector3(0, -1, 0), Color.Red),
                new VertexPositionColor(new Vector3(0, 0, -1), Color.Blue),
                new VertexPositionColor(new Vector3(0, 1, 0), Color.Green),
                new VertexPositionColor(new Vector3(1, 0, 0), Color.Blue),
                new VertexPositionColor(new Vector3(0, 0, 1), Color.Red),
                new VertexPositionColor(new Vector3(0, 1, 0), Color.Blue),
                new VertexPositionColor(new Vector3(-1, 0, 0), Color.Green),
                new VertexPositionColor(new Vector3(0, 0, -1), Color.Blue),
                new VertexPositionColor(new Vector3(0, -1, 0), Color.Red),
                new VertexPositionColor(new Vector3(-1, 0, 0), Color.Blue),
                new VertexPositionColor(new Vector3(0, 0, 1), Color.Green),
                new VertexPositionColor(new Vector3(0, -1, 0), Color.Blue),
                new VertexPositionColor(new Vector3(1, 0, 0), Color.Red),
                new VertexPositionColor(new Vector3(0, 0, -1), Color.Blue),
            };
            octahedronVertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), octahedronVertices.Length, BufferUsage.WriteOnly);
            octahedronVertexBuffer.SetData <VertexPositionColor>(octahedronVertices);
            octahedronTriangleCount = octahedronVertices.Length / 3;
            octahedronBasicEffect   = new BasicEffect(GraphicsDevice);
            //octahedronrBasicEffect.EnableDefaultLighting();
            octahedronWorld = Matrix.CreateTranslation(new Vector3(0, 0, 0));



            VertexPositionColor[] icosahedronVertices = new VertexPositionColor[] {
                new VertexPositionColor(new Vector3(-0.26286500f, 0.0000000f, 0.42532500f), Color.Red),
                new VertexPositionColor(new Vector3(0.26286500f, 0.0000000f, 0.42532500f), Color.Orange),
                new VertexPositionColor(new Vector3(-0.26286500f, 0.0000000f, -0.42532500f), Color.Yellow),
                new VertexPositionColor(new Vector3(0.26286500f, 0.0000000f, -0.42532500f), Color.Green),
                new VertexPositionColor(new Vector3(0.0000000f, 0.42532500f, 0.26286500f), Color.Blue),
                new VertexPositionColor(new Vector3(0.0000000f, 0.42532500f, -0.26286500f), Color.Indigo),
                new VertexPositionColor(new Vector3(0.0000000f, -0.42532500f, 0.26286500f), Color.Purple),
                new VertexPositionColor(new Vector3(0.0000000f, -0.42532500f, -0.26286500f), Color.White),
                new VertexPositionColor(new Vector3(0.42532500f, 0.26286500f, 0.0000000f), Color.Cyan),
                new VertexPositionColor(new Vector3(-0.42532500f, 0.26286500f, 0.0000000f), Color.Black),
                new VertexPositionColor(new Vector3(0.42532500f, -0.26286500f, 0.0000000f), Color.DodgerBlue),
                new VertexPositionColor(new Vector3(-0.42532500f, -0.26286500f, 0.0000000f), Color.Crimson),
            };
            icosahedronVertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), icosahedronVertices.Length, BufferUsage.WriteOnly);
            icosahedronVertexBuffer.SetData <VertexPositionColor>(icosahedronVertices);
            icosahedronVertexCount = icosahedronVertices.Length;

            UInt16[] icosahedronIndices = new UInt16[] {
                0, 6, 1,
                0, 11, 6,
                1, 4, 0,
                1, 8, 4,
                1, 10, 8,
                2, 5, 3,
                2, 9, 5,
                2, 11, 9,
                3, 7, 2,
                3, 10, 7,
                4, 8, 5,
                4, 9, 0,
                5, 8, 3,
                5, 9, 4,
                6, 10, 1,
                6, 11, 7,
                7, 10, 6,
                7, 11, 2,
                8, 10, 3,
                9, 11, 0,
            };
            icosahedronIndexBuffer = new IndexBuffer(GraphicsDevice, typeof(UInt16), icosahedronIndices.Length, BufferUsage.WriteOnly);
            icosahedronIndexBuffer.SetData(icosahedronIndices);
            icosahedronTriangleCount = icosahedronVertices.Length / 3;
            icosahedronBasicEffect   = new BasicEffect(GraphicsDevice);
            icosahedronWorldPosition = Matrix.CreateTranslation(new Vector3(-1, -1, 5));
            icosahedronWorldRotation = Matrix.Identity;


            //
            // Load Models
            //
            this.spaceShip         = Content.Load <Model>("SpaceShip");
            this.spaceShipPosition = new Vector3(0, 0, 0);

            this.helicopterModel        = Content.Load <Model>("Helicopter");
            this.leftRightControl       = new TrinaryFloatControl(Keys.A, Keys.D, .2f, -100f, 100f);
            this.forwardBackwardControl = new TrinaryFloatControl(Keys.W, Keys.S, .2f, -100f, 100f);
            this.upDownControl          = new TrinaryFloatControl(Keys.Down, Keys.Up, .2f, -100f, 100f);
        }