public AIKart(int kartNum, Level level, byte[][,] weight) { rand = new Random(kartNum); Level = level; Weight = weight; position = new Vector3(rand.NextFloat(-10, 11), rand.NextFloat(-10, 11), rand.NextFloat(-10, 11)); }
public Room(Level level, string roomTitle, Vector3 pos, int seed) { this.level = level; room = roomTitle; floorPos = pos; trans = Matrix.Translation(floorPos); rand = new Random(seed); }
public KartEntity(Level level, byte[][,] weight) { acceleration = 0; velocity = 0; angle = 0; World = Matrix.Zero; View = Matrix.Zero; Projection = Matrix.Zero; position = Vector3.Zero; Level = level; Weight = weight; }
public Projectile(ProjectileType type, Model sphere, Vector3 position, Vector3 forward, float angle, Level host) { this.type = type; level = host; origin = Matrix.Translation(startLocation); this.forward = forward; pos = position; startLocation = position; model = sphere; effect = new BasicEffect(Main.Graphics.GraphicsDevice); if (this.type == ProjectileType.Red) { effect.LightingEnabled = true; effect.DirectionalLight0.DiffuseColor = Color.Red.ToVector3(); effect.DirectionalLight0.Direction = new Vector3(1, 0, -1); effect.DirectionalLight0.SpecularColor = new Vector3(1, 0, 0); worth = 10; velocity = 100; } else if (this.type == ProjectileType.Green) { effect.LightingEnabled = true; effect.DirectionalLight0.DiffuseColor = Color.Green.ToVector3(); effect.DirectionalLight0.Direction = new Vector3(1, 0, -1); effect.DirectionalLight0.SpecularColor = new Vector3(1, 0, 0); worth = 25; velocity = 120; } else { effect.LightingEnabled = true; effect.DirectionalLight0.DiffuseColor = Color.Blue.ToVector3(); effect.DirectionalLight0.Direction = new Vector3(1, 0, -1); effect.DirectionalLight0.SpecularColor = new Vector3(1, 0, 0); worth = 100; velocity = 150; } }
/// <summary> /// Event Handler for changing GameState. /// </summary> /// <param name="sender"></param> /// <param name="args"></param> private void NewGameState(object sender, EventArgs args) { switch(gameState) { case GameStates.MainMenu: if (menu == null)menu = new Menu(this); menu.LoadContent(); level = null; break; case GameStates.Play: if (level == null) { level = new Level(this, menu.selectedKart); level.LoadContent(); } break; case GameStates.Pause: menu.type = MenuType.Pause; menu.LoadContent(); break; case GameStates.EndGame: menu.type = MenuType.HighScores; menu.scores.recordScore(level.Player.Score, ""); menu.LoadContent(); break; default: break; } }
public Camera(Level level) { Level = level; }
public Player(Level level, string kart) { this.kart = kart; Level = level; }