コード例 #1
0
        public TestGameLoop()
        {
            camera            = new Camera(2, 45, 0.1, 100);
            wireframeRenderer = new WireFrameRenderer(Screen.ScreenSizeX, Screen.ScreenSizeY);
            crosshairRenderer = new CrosshairRenderer(Screen.ScreenSizeX, Screen.ScreenSizeY);
            textRenderer      = new TextRenderer(Screen.ScreenSizeX, Screen.ScreenSizeY);
            objects           = new List <GameObjectBase>();
            dead = new List <GameObjectBase>();

            Random rd = new Random();

            score = 0;

            gunLauncher = new GunLauncher(1, camera);

            //objects.Add(gunLauncher);

            for (int idx = 0; idx < 20; idx++)
            {
                RenderTestObject obj = new RenderTestObject();
                obj.Position = new Vector3(50 * (2 * rd.NextDouble() - 1), 50 * (2 * rd.NextDouble() - 1), 50 * (2 * rd.NextDouble() - 1));

                objects.Add(obj);
            }
        }
コード例 #2
0
ファイル: GunLauncher.cs プロジェクト: nthalpy/GalaxyShooting
 public void Render(WireFrameRenderer renderer)
 {
     foreach (Bullet bullet in bullets)
     {
         if (bullet.activated)
         {
             bullet.Render(renderer);
         }
     }
 }
コード例 #3
0
ファイル: Bullet.cs プロジェクト: nthalpy/GalaxyShooting
        public void Render(WireFrameRenderer renderer)
        {
            Matrix4x4 translateMatrix = Matrix4x4.CreateTranslateMatrix(Position + PositionBias);

            foreach (Triangle triangle in BulletModel.Tris)
            {
                renderer.EnqueueTriangle(new Triangle(
                                             (translateMatrix * (RotationMatrix * triangle.A.ToXYZ1())).HomogeneousToXYZ(),
                                             (translateMatrix * (RotationMatrix * triangle.B.ToXYZ1())).HomogeneousToXYZ(),
                                             (translateMatrix * (RotationMatrix * triangle.C.ToXYZ1())).HomogeneousToXYZ()
                                             ));
            }
        }
コード例 #4
0
        public override void Render(WireFrameRenderer renderer)
        {
            Matrix4x4 translateMatrix = Matrix4x4.CreateTranslateMatrix(Position);
            Matrix4x4 rotateMatrix    = currentRotationMatrix;


            foreach (Triangle triangle in Cube.Tris)
            {
                renderer.EnqueueTriangle(new Triangle(
                                             (translateMatrix * (rotateMatrix * (sizeMatrix * triangle.A.ToXYZ1()))).HomogeneousToXYZ(),
                                             (translateMatrix * (rotateMatrix * (sizeMatrix * triangle.B.ToXYZ1()))).HomogeneousToXYZ(),
                                             (translateMatrix * (rotateMatrix * (sizeMatrix * triangle.C.ToXYZ1()))).HomogeneousToXYZ()
                                             ));
            }
        }
コード例 #5
0
 public abstract void Render(WireFrameRenderer renderer);