public Skybox(Game game, Model model, Texture2D texture, GameManager manager) : base(game) { _model = model; _texture = texture; _manager = manager; }
public MobileMeshModel(Game game, MobileMesh mesh, Model model, float scale, GameManager manager) : base(game) { this._mesh = mesh; this._model = model; this._scale = scale; this._manager = manager; this._controlled = false; }
public GameScreen(Game game, SpriteBatch spriteBatch) : base(game, spriteBatch) { game.IsMouseVisible = false; _manager = new GameManager(game); game.Components.Add(_manager); _currentTime = 0; Resources.Instance.RemainingAsteroids = (int)Resources.Instance.GameSize; }
public MobileMeshModel(Game game, MobileMesh mesh, Model model, float scale, GameManager manager, bool controlled) : base(game) { this._mesh = mesh; this._model = model; this._scale = scale; this._manager = manager; this._controlled = controlled; if (controlled) Resources.Instance.Ship = _mesh; }
/// <summary> /// Creates a new StaticModel. /// </summary> /// <param name="model">Graphical representation to use for the entity.</param> /// <param name="transform">Base transformation to apply to the model before moving to the entity.</param> /// <param name="game">Game to which this component will belong.</param> public StaticModel(Model model, Matrix transform, Game game, GameManager manager) : base(game) { this.model = model; this.Transform = transform; this._manager = manager; //Collect any bone transformations in the model itself. //The default cube model doesn't have any, but this allows the StaticModel to work with more complicated shapes. boneTransforms = new Microsoft.Xna.Framework.Matrix[model.Bones.Count]; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); } } }
public Boundary(Game game, Model model, GameManager manager) : base(game) { this._model = model; this._manager = manager; }