コード例 #1
0
ファイル: Skybox.cs プロジェクト: Santos91/GP3-Submission
        /// Does the actual drawing of the skybox with our skybox effect.
        /// The size of the skybox can be changed with the size variable.
        public void Draw(Camera camera )
        {
            // Go through each pass in the effect, but we know there is only one...
            foreach (EffectPass pass in skyBoxEffect.CurrentTechnique.Passes)
            {
                // Draw all of the components of the mesh, but we know the cube really
                // only has one mesh
                foreach (ModelMesh mesh in skyBox.Meshes)
                {
                    // Assign the appropriate values to each of the parameters
                    foreach (ModelMeshPart part in mesh.MeshParts)
                    {
                        part.Effect = skyBoxEffect;
                        part.Effect.Parameters["World"].SetValue(Matrix.CreateScale(size) * Matrix.CreateTranslation(camera.camPosition));
                        part.Effect.Parameters["View"].SetValue(camera.viewMatrix);
                        part.Effect.Parameters["Projection"].SetValue(camera.projectionMatrix);
                        part.Effect.Parameters["SkyBoxTexture"].SetValue(skyBoxTexture);
                        part.Effect.Parameters["CameraPosition"].SetValue(camera.camPosition);
                    }

                    // Draw the mesh with the skybox effect
                    mesh.Draw();
                }
            }
        }
コード例 #2
0
ファイル: Player.cs プロジェクト: Santos91/GP3-Submission
        public void Draw(Camera camera, float aspectRatio, Matrix[] transforms)
        {
            // Copy any parent transforms.

            playerModel.CopyAbsoluteBoneTransformsTo(transforms);

            // Draw the model. A model can have multiple meshes, so loop.
            foreach (ModelMesh mesh in playerModel.Meshes)
            {
                // This is where the mesh orientation is set, as well
                // as our camera and projection.
                foreach (BasicEffect effect in mesh.Effects)
                {
                    //effect.EnableDefaultLighting();

                    effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(position);
                    effect.View = Matrix.CreateLookAt(camera.camPosition, camera.camLookat, Vector3.Up);
                    effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 50000.0f);
                }
                // Draw the mesh, using the effects set above.
                mesh.Draw();
            }
        }
コード例 #3
0
ファイル: GameState.cs プロジェクト: mbrews10/GP3-Coursework
 private void switchCamera()
 {
     //third > close third > first
     if (eCurrentCamState == eCamStates.firstPerson)
     {
         gameCamActive = gameCamThirdPerson;
         gameCamActive.setCamPosition(new Vector3(gameCamActive.getCamPosition().X, gameCamActive.getCamPosition().Y,
             carPlayer.getPosition().Z + gameCamThirdPerson.getCamFollowDistance()));
         eCurrentCamState = eCamStates.thirdPerson;
     }
     else if (eCurrentCamState == eCamStates.thirdPerson)
     {
         gameCamActive = gameCamThirdPersonClose;
         gameCamActive.setCamPosition(new Vector3(gameCamActive.getCamPosition().X, gameCamActive.getCamPosition().Y,
             carPlayer.getPosition().Z + gameCamThirdPersonClose.getCamFollowDistance()));
         eCurrentCamState = eCamStates.thirdPersonClose;
     }
     else if (eCurrentCamState == eCamStates.thirdPersonClose)
     {
         gameCamActive = gameCamFirstPerson;
         gameCamActive.setCamPosition(new Vector3(gameCamActive.getCamPosition().X, gameCamActive.getCamPosition().Y,
             carPlayer.getPosition().Z + gameCamFirstPerson.getCamFollowDistance()));
         eCurrentCamState = eCamStates.firstPerson;
     }
 }
コード例 #4
0
ファイル: GameState.cs プロジェクト: mbrews10/GP3-Coursework
        //set up the game view
        public void initialiseGameView(GraphicsDeviceManager gDevice)
        {
            graphics = gDevice;

            //initialise all the cameras
            gameCamThirdPerson = new Camera();
            gameCamThirdPerson.Initialise(new Vector3(0, 14, 40), graphics);
            gameCamThirdPerson.setCamPitch(MathHelper.ToRadians(-15));

            gameCamThirdPersonClose = new Camera();
            gameCamThirdPersonClose.Initialise(new Vector3(0, 10, 20), graphics);
            gameCamThirdPersonClose.setCamPitch(MathHelper.ToRadians(-15));

            //as this camera is from the player's POV, no pitch is necessary
            gameCamFirstPerson = new Camera();
            gameCamFirstPerson.Initialise(new Vector3(0, 3, -15), graphics);

            //the third person camera is the active camera by default
            gameCamActive = gameCamThirdPerson;

            //set both matrices to that of the currently active camera
            viewMatrix = gameCamActive.getCamViewMatrix();
            projectionMatrix = gameCamActive.getProjectionMatrix();
        }
コード例 #5
0
ファイル: Game1.cs プロジェクト: Santos91/GP3-Submission
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        protected override void Initialize()
        {
            //Intialises the variable previously created as a new menu
            menu = new Menu();
            //sets the gamestate at menu
            gamestate = GameStates.Menu;
            //Intialises the variable previously created as a new input
            input = new Input();

            // Gets aspectRatio using the Graphics device
            aspectRatio = GraphicsDevice.Viewport.AspectRatio;

            //Intialises the variable previously created as a new Camera
            camera = new Camera();
            camera.InitializeCamera(aspectRatio);

            //Intialises the variable previously created as a new Terrain
            landscape = new Terrain(GraphicsDevice);

            //Initialises the method that deals with the effects
            InitializeEffect();

            //Initialises the method that resets the enemy daleks
            ResetDaleks();

            base.Initialize();
        }