コード例 #1
0
ファイル: Level4.cs プロジェクト: pentiumx/HLSLTest
        protected override void Initialize()
        {
            base.Initialize();
            enemyManager = new EnemyManager(this);
            new DebugOverlay(graphicsDevice, content);

            // Entities
            Models = new List<Object>();
            Ground = new Object(new Vector3(0, -500, 0), 1f, "Models\\ground");//-200
            Ground.RenderBoudingSphere = false;
            Models.Add(Ground);
            Target = new Object(new Vector3(0, 20, 0), 20, "Models\\cube");
            //Models.Add(Target);

            // Initializes camera
            //camera = new ArcBallCamera(Vector3.Zero);
            camera = new ArcBallCamera(Vector3.Zero);
            //camera.Initialize(game, Vector3.Zero);
            ParticleEmitter.camera = camera;

            // Set up the reference grid
            grid = new GridRenderer();
            grid.GridColor = Color.DarkSeaGreen;//Color.LimeGreen;
            grid.GridScale = 300f;//100f;
            grid.GridSize = 64;;//32;
            // Set the grid to draw on the x/z plane around the origin
            grid.WorldMatrix = Matrix.Identity;
        }
コード例 #2
0
ファイル: Level3.cs プロジェクト: pentiumx/HLSLTest
        protected override void Initialize()
        {
            base.Initialize();
            // Entities
            Models = new List<Object>();
            Ground = new Object(new Vector3(0, -200, 0), 1f, "Models\\ground");
            Models.Add(Ground);
            Target = new Object(new Vector3(0, 20, 0), 20, "Models\\cube");
            //Models.Add(Target);

            // Initializes camera
            camera = new ArcBallCamera();
            //camera.Initialize(game, Vector3.Zero);
            ParticleEmitter.camera = camera;

            // Set up the reference grid
            grid = new GridRenderer();
            grid.GridColor = Color.DarkSeaGreen;//Color.LimeGreen;
            grid.GridScale = 100f;
            grid.GridSize = 32;//32;
            // Set the grid to draw on the x/z plane around the origin
            grid.WorldMatrix = Matrix.Identity;
        }