コード例 #1
0
 public DeathComponentSpawner(string name, GameComponent parent, Matrix localTransform, Vector3 boundingExtents, Vector3 boundingBoxPos, List<Body> spawns)
     : base(name, parent, localTransform, boundingExtents, boundingBoxPos, false)
 {
     Spawns = spawns;
     ThrowSpeed = 5.0f;
     AddToCollisionManager = false;
 }
コード例 #2
0
ファイル: Mesh.cs プロジェクト: scorvi/dwarfcorp
 public Mesh(ComponentManager manager, string name, GameComponent parent, Matrix localTransform, string modelType, bool addToCollisionManager)
     : base(name, parent, localTransform, Vector3.Zero, Vector3.Zero, addToCollisionManager)
 {
     ModelType = modelType;
     Instance = PlayState.InstanceManager.AddInstance(ModelType, GlobalTransform, Tint);
     instanceVisible = true;
 }
コード例 #3
0
        /// <summary>
        /// Load GameContents
        /// </summary>
        public GameContent(GameComponent screenManager)
        {
            content = screenManager.Game.Content;
            Viewport viewport = screenManager.Game.GraphicsDevice.Viewport;
            viewportSize = new Vector2(viewport.TitleSafeArea.Width, viewport.TitleSafeArea.Height);

            blank = content.Load<Texture2D>("Graphics/blank");
            gradient = content.Load<Texture2D>("Graphics/gradient");
            menuBackground = content.Load<Texture2D>("Graphics/menuBackground");

            mainMenuTitle = content.Load<Texture2D>("Graphics/mainMenuTitle");

            tile = content.Load<Texture2D>("Graphics/tile");
            road = content.Load<Texture2D>("Graphics/road");
            block = content.Load<Texture2D>("Graphics/block");

            playerCar = content.Load<Texture2D>("Graphics/Road_Fighter_Player");
            playerCarOrigin = new Vector2(playerCar.Width / 2, playerCar.Height);

            debugFont = content.Load<SpriteFont>("Fonts/debugFont");

            //Thread.Sleep(1000);

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            screenManager.Game.ResetElapsedTime();
        }
コード例 #4
0
        /// <summary>
        /// Load GameContents
        /// </summary>
        public GameContent(GameComponent screenManager)
        {
            content = screenManager.Game.Content;
            Viewport viewport = screenManager.Game.GraphicsDevice.Viewport;
            //viewportSize = new Vector2(800, 600);

            blank = content.Load<Texture2D>("Graphics/blank");
            gradient = content.Load<Texture2D>("Graphics/gradient");
            menuBackground = content.Load<Texture2D>("Graphics/menuBackground2");

            background = content.Load<Texture2D>("Graphics/background");

            for (int i = 0; i < walk.Length; i++)
            {
                walk[i] = content.Load<Texture2D>("Graphics/" + (Shape)i + "Walk");
                idle[i] = content.Load<Texture2D>("Graphics/" + (Shape)i + "Idle");
                die[i] = content.Load<Texture2D>("Graphics/" + (Shape)i + "Die");
            }

            mouseOver = content.Load<Texture2D>("Graphics/mouseOver");
            mouseOverOrigin = new Vector2(mouseOver.Width, mouseOver.Height) / 2;

            for (int i = 0; i < castle.Length; i++)
                castle[i] = content.Load<Texture2D>("Graphics/" + (Shape)i + "Castle");
            castleOrigin = new Vector2(castle[0].Width / 2, castle[0].Height);

            pathArrow = content.Load<Texture2D>("Graphics/pathArrow");
            pathCross = content.Load<Texture2D>("Graphics/pathCross");

            healthBar = content.Load<Texture2D>("Graphics/healthBar");

            for (int i = 0; i < MaxRank; i++)
            {
                weapon[i] = content.Load<Texture2D>("Graphics/" + (Rank)i + "Weapon");
                //armyOverlay[i] = content.Load<Texture2D>("Graphics/" + ((Rank)(i)).ToString() + "Overlay");
                bullet[i] = content.Load<Texture2D>("Graphics/" + (Rank)i + "Bullet");
            }

            for (int i = 0; i < tutorial.Length; i++)
                tutorial[i] = content.Load<Texture2D>("Graphics/tutotrial" + i);

            levelUp = content.Load<Texture2D>("Graphics/levelUp");
            retry = content.Load<Texture2D>("Graphics/retry");

            debugFont = content.Load<SpriteFont>("Fonts/debugFont");
            gameFont = content.Load<SpriteFont>("Fonts/bicho_plumon50");

            audioEngine = new AudioEngine("Content/Audio/Audio.xgs");
            soundBank = new SoundBank(audioEngine, "Content/Audio/Sound Bank.xsb");
            waveBank = new WaveBank(audioEngine, "Content/Audio/Wave Bank.xwb");

            soundBank.PlayCue("Marching by Pill");

            //Thread.Sleep(1000);

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            screenManager.Game.ResetElapsedTime();
        }
コード例 #5
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        /// <summary>
        /// Load GameContents
        /// </summary>
        public GameContent(GameComponent screenManager)
        {
            content = screenManager.Game.Content;
            Viewport viewport = screenManager.Game.GraphicsDevice.Viewport;
            viewportSize = new Vector2(viewport.Width, viewport.Height);

            blank = content.Load<Texture2D>("Graphics/blank");
            gradient = content.Load<Texture2D>("Graphics/gradient");
            menuBackground = content.Load<Texture2D>("Graphics/menuBackground");

            mainMenuTitle = content.Load<Texture2D>("Graphics/mainMenuTitle");

            debugFont = content.Load<SpriteFont>("Fonts/debugFont");

            gameFontSize = 60;
            gameFont = content.Load<SpriteFont>("Fonts/chunky" + gameFontSize.ToString());

            //MediaPlayer.Volume = 1; MediaPlayer.IsRepeating = true;
            //SoundEffect.MasterVolume = 1;

            // Initialize audio objects.
            //audioEngine = new AudioEngine("Content/Audio/Audio.xgs");
            //soundBank = new SoundBank(audioEngine, "Content/Audio/Sound Bank.xsb");
            //waveBank = new WaveBank(audioEngine, "Content/Audio/Wave Bank.xwb");

            //soundBank.GetCue("music").Play();

            //Thread.Sleep(1000);

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            screenManager.Game.ResetElapsedTime();
        }
コード例 #6
0
ファイル: TrapSensor.cs プロジェクト: scorvi/dwarfcorp
 public TrapSensor(ComponentManager manager, string name, GameComponent parent, Matrix localTransform, Vector3 boundingBoxExtents, Vector3 boundingBoxPos)
     : base(name, parent, localTransform, boundingBoxExtents, boundingBoxPos)
 {
     OnSensed += TrapSensor_OnSensed;
     Tags.Add("Sensor");
     DrawBoundingBox = true;
     FireTimer = new Timer(0.5f, false);
 }
コード例 #7
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ファイル: VoxelListener.cs プロジェクト: scorvi/dwarfcorp
 public VoxelListener(ComponentManager manager, GameComponent parent, ChunkManager chunkManager, Voxel vref)
     : base("VoxelListener", parent)
 {
     Chunk = vref.Chunk;
     VoxelID = new Point3(vref.GridPosition);
     Chunk.OnVoxelDestroyed += VoxelListener_OnVoxelDestroyed;
     ChunkID = Chunk.ID;
 }
コード例 #8
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ファイル: Fixture.cs プロジェクト: scorvi/dwarfcorp
 public Fixture(Vector3 position, SpriteSheet asset, Point frame, GameComponent parent)
     : base("Fixture", parent, Matrix.CreateTranslation(position), Vector3.One * 0.45f, Vector3.Zero, true)
 {
     Sprite = new Sprite(Manager, "Sprite", this, Matrix.Identity, asset, false);
     Sprite.AddAnimation(new Animation(asset.GenerateFrame(frame)));
     AddToCollisionManager = false;
     CollisionType = CollisionManager.CollisionType.Static;
 }
コード例 #9
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ファイル: Sprite.cs プロジェクト: scorvi/dwarfcorp
 public Sprite(ComponentManager manager, string name, GameComponent parent, Matrix localTransform, SpriteSheet spriteSheet, bool addToCollisionManager)
     : base(name, parent, localTransform, Vector3.Zero, Vector3.Zero, addToCollisionManager)
 {
     SpriteSheet = spriteSheet;
     Animations = new Dictionary<string, Animation>();
     OrientationType = OrientMode.Spherical;
     BillboardRotation = 0.0f;
 }
コード例 #10
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 public TintableComponent(ComponentManager manager, string name, GameComponent parent, Matrix localTransform,  Vector3 boundingBoxExtents, Vector3 boundingBoxPos, bool octree)
     : base(manager, name, parent, localTransform, boundingBoxExtents, boundingBoxPos, octree)
 {
     Tint = Color.White;
     LightingTimer = new Timer(1.0f, false);
     TargetTint = Tint;
     TintChangeRate = 1.0f;
 }
コード例 #11
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 public BillboardSpriteComponent(ComponentManager manager, string name, GameComponent parent, Matrix localTransform, Texture2D spriteSheet, bool addToOctree)
     : base(manager, name, parent, localTransform, Vector3.Zero, Vector3.Zero, addToOctree)
 {
     SpriteSheet = spriteSheet;
     Animations = new Dictionary<string, Animation> ();
     OrientsToCamera = true;
     BillboardRotation = 0.0f;
     Offset = Vector3.Zero;
 }
コード例 #12
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ファイル: EnemySensor.cs プロジェクト: maroussil/dwarfcorp
 public EnemySensor(ComponentManager manager, string name, GameComponent parent, Matrix localTransform, Vector3 boundingBoxExtents, Vector3 boundingBoxPos)
     : base(name, parent, localTransform, boundingBoxExtents, boundingBoxPos)
 {
     Enemies = new List<CreatureAI>();
     OnEnemySensed += EnemySensor_OnEnemySensed;
     Tags.Add("Sensor");
     SenseTimer = new Timer(0.5f, false);
     SenseRadius = 15 * 15;
 }
コード例 #13
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ファイル: ParticleTrigger.cs プロジェクト: scorvi/dwarfcorp
 public ParticleTrigger(string emitter, ComponentManager manager, string name, GameComponent parent, Matrix localTransform, Vector3 boundingBoxExtents, Vector3 boundingBoxPos)
     : base(name, parent, localTransform, boundingBoxExtents, boundingBoxPos, false)
 {
     SoundToPlay = ContentPaths.Audio.explode;
     EmitterName = emitter;
     TriggerOnDeath = true;
     TriggerAmount = 2;
     BoxTriggerTimes = 10;
     TriggerInBox = true;
 }
コード例 #14
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ファイル: Shadow.cs プロジェクト: scorvi/dwarfcorp
 public Shadow(ComponentManager manager, string name, GameComponent parent, Matrix localTransform, SpriteSheet spriteSheet)
     : base(manager, name, parent, localTransform, spriteSheet, false)
 {
     OrientationType = OrientMode.Fixed;
     GlobalScale = LocalTransform.Left.Length();
     LightsWithVoxels = false;
     UpdateTimer = new Timer(0.5f, false);
     Tint = Color.Black;
     OriginalTransform = LocalTransform;
 }
コード例 #15
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 public EmitterComponent(ParticleManager particles, string emitter, ComponentManager manager, string name, GameComponent parent, Matrix localTransform, Vector3 boundingBoxExtents, Vector3 boundingBoxPos)
     : base(manager, name, parent, localTransform, boundingBoxExtents, boundingBoxPos, false)
 {
     ParticleManager = particles;
     Emitter = emitter;
     TriggerOnDeath = true;
     TriggerAmount = 10;
     BoxTriggerTimes = 10;
     TriggerInBox = true;
 }
コード例 #16
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 public ShadowComponent(ComponentManager manager, string name, GameComponent parent, Matrix localTransform, Texture2D spriteSheet)
     : base(manager, name, parent, localTransform, spriteSheet, false)
 {
     OrientsToCamera = false;
     GlobalScale = 1.0f;
     DrawBoundingBox = false;
     UpdateTimer = new Timer(0.5f,false);
     Tint = Color.White;
     Height = 0.1f;
 }
コード例 #17
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ファイル: Game1.cs プロジェクト: DutchSoldier/FHSICT
 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     string[] menuItems = { "Start Game", "High Scores", "End Game" };
     spriteBatch = new SpriteBatch(GraphicsDevice);
     menuComponent = new GameComponent(this,
     spriteBatch,
     Content.Load<SpriteFont>("menufont"),
     menuItems);
     Components.Add(menuComponent);
 }
コード例 #18
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        /// <summary>
        /// Load GameContents
        /// </summary>
        public GameContent(GameComponent screenManager)
        {
            content = screenManager.Game.Content;
            Viewport viewport = screenManager.Game.GraphicsDevice.Viewport;
            viewportSize = new Vector2(viewport.Width, viewport.Height);

            blank = content.Load<Texture2D>("Graphics/blank");
            gradient = content.Load<Texture2D>("Graphics/gradient");
            menuBackground = content.Load<Texture2D>("Graphics/menuBackground");

            playerIdle = content.Load<Texture2D>("Graphics/playerIdle");
            playerWalk = content.Load<Texture2D>("Graphics/playerWalk");
            playerDie = content.Load<Texture2D>("Graphics/playerDie");

            ship = content.Load<Texture2D>("Graphics/ship");

            for (int i = 0; i < land.Length; i++) land[i] = content.Load<Texture2D>("Graphics/land" + i);

            for (int i = 0; i < water.Length; i++) water[i] = content.Load<Texture2D>("Graphics/water" + i);

            sandBed = content.Load<Texture2D>("Graphics/sandBed");

            for (int i = 0; i < enemy.Length; i++) enemy[i] = content.Load<Texture2D>("Graphics/enemy" + i);

            healthBar = content.Load<Texture2D>("Graphics/healthBar");

            heart = content.Load<Texture2D>("Graphics/heart");
            collect = content.Load<Texture2D>("Graphics/collect");

            crossMark = content.Load<Texture2D>("Graphics/crossMark");

            gameOver = content.Load<Texture2D>("Graphics/gameOver");
            retry = content.Load<Texture2D>("Graphics/retry");
            levelUp = content.Load<Texture2D>("Graphics/levelUp");
            tutorial = content.Load<Texture2D>("Graphics/tutorial");

            //debugFont = content.Load<SpriteFont>("Fonts/debugFont");
            gameFont = content.Load<SpriteFont>("Fonts/Visitor TT2 BRK 40");
            gameFont.Spacing = 2;

            // Initialize audio objects.
            audioEngine = new AudioEngine("Content/Audio/Audio.xgs");
            soundBank = new SoundBank(audioEngine, "Content/Audio/Sound Bank.xsb");
            waveBank = new WaveBank(audioEngine, "Content/Audio/Wave Bank.xwb");

            soundBank.GetCue("music").Play();

            //Thread.Sleep(1000);

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            screenManager.Game.ResetElapsedTime();
        }
コード例 #19
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ファイル: TheHangman.cs プロジェクト: paletas/TheHangman
        public void SwitchTo(GameComponent component)
        {
            foreach (var component1 in _currentComponents)
            {
                Components.Remove(component1);
            }

            _currentComponents.Add(component);

            Components.Add(component);
        }
コード例 #20
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        /// <summary>
        /// Load GameContents
        /// </summary>
        public GameContent(GameComponent screenManager)
        {
            content = new ContentManager(screenManager.Game.Services, "Content");
            viewport = screenManager.Game.GraphicsDevice.Viewport;

            blank = content.Load<Texture2D>("Graphics/blank");
            gradient = content.Load<Texture2D>("Graphics/gradient");
            introBackground = content.Load<Texture2D>("Graphics/introBackground");
            instBackground = content.Load<Texture2D>("Graphics/instBackground");
            levelBackground = content.Load<Texture2D>("Graphics/levelBackground");
            background = content.Load<Texture2D>("Graphics/background");

            gameOver = content.Load<Texture2D>("Graphics/gameOver");
            gameoverCenter = new Vector2(gameOver.Width, gameOver.Height) / 2;

            for (int i = 0; i < elements.Length; i++)
                elements[i] = content.Load<Texture2D>("Graphics/element" + (i + 1));

            elementCenter = new Vector2(elements[0].Width, elements[0].Height) / 2;
            shine = content.Load<Texture2D>("Graphics/shine");

            for (int i = 0; i < eyes.Length; i++)
                eyes[i] = content.Load<Texture2D>("Graphics/eye" + i);

            eyeCenter = new Vector2(eyes[0].Width, eyes[0].Height) / 2;

            for (int i = 0; i < bond.Length; i++)
            {
                bond[i] = content.Load<Texture2D>("Graphics/bond" + (i+1));
                bondCenter[i] = new Vector2(bond[i].Width, bond[i].Height) / 2;
            }

            menufont = content.Load<SpriteFont>("Fonts/menufont");
            symbolfont = content.Load<SpriteFont>("Fonts/font40");

            simpleColorEffect = new BasicEffect(screenManager.Game.GraphicsDevice, null);
            simpleColorEffect.VertexColorEnabled = true;
            vertexDecl = new VertexDeclaration(screenManager.Game.GraphicsDevice, VertexPositionColor.VertexElements);

            for (int i = 0; i < broop.Length; i++)
                broop[i] = content.Load<SoundEffect>("Audio/broop" + i);

            song = content.Load<Song>("Audio/May - Alexander Blu");
            MediaPlayer.Play(song);
            MediaPlayer.IsRepeating = true;
            MediaPlayer.Volume = 0.3f;

            //Thread.Sleep(1000);

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            screenManager.Game.ResetElapsedTime();
        }
コード例 #21
0
ファイル: Tinter.cs プロジェクト: scorvi/dwarfcorp
 public Tinter(string name, GameComponent parent, Matrix localTransform, Vector3 boundingBoxExtents, Vector3 boundingBoxPos, bool collisionManager)
     : base(name, parent, localTransform, boundingBoxExtents, boundingBoxPos, collisionManager)
 {
     LightsWithVoxels = true;
     Tint = new Color(255, 255, 0);
     LightingTimer = new Timer(0.2f, true);
     StartTimer = new Timer(0.5f, true);
     TargetTint = Tint;
     TintChangeRate = 1.0f;
     LightsWithVoxels = true;
     VoxelUnder = new Voxel();
 }
コード例 #22
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        /// <summary>
        /// Load GameContents
        /// </summary>
        public GameContent(GameComponent screenManager)
        {
            content = screenManager.Game.Content;

            blank = content.Load<Texture2D>("Graphics/blank");
            menuBackground = content.Load<Texture2D>("Graphics/menuBackground");

            grid = content.Load<Texture2D>("Graphics/grid");

            for (int i = 0; i < 2; i++)
            {
                idle[i] = content.Load<Texture2D>("Graphics/" + ((Shape)i).ToString() + "Idle");
                walk[i] = content.Load<Texture2D>("Graphics/" + ((Shape)i).ToString() + "Walk");
            }

            moveArrow = content.Load<Texture2D>("Graphics/moveArrow");

            ring = content.Load<Texture2D>("Graphics/ring");
            ringDashed = content.Load<Texture2D>("Graphics/ringDashed");
            ringOrigin = new Vector2(ring.Width, ring.Height) / 2;

            bg0 = content.Load<Texture2D>("Graphics/bg0");
            bg1 = content.Load<Texture2D>("Graphics/bg1");

            water = content.Load<Texture2D>("Graphics/water");

            debugFont = content.Load<SpriteFont>("Fonts/debugFont");

            gameFontSize = 60;
            gameFont = content.Load<SpriteFont>("Fonts/chunky" + gameFontSize.ToString());

            MediaPlayer.IsRepeating = true;

            #if DEBUG
            MediaPlayer.Volume = .4f; SoundEffect.MasterVolume = .4f;
            #else
            MediaPlayer.Volume = 1; SoundEffect.MasterVolume = 1;
            #endif

            // Initialize audio objects.
            //audioEngine = new AudioEngine("Content/Audio/Audio.xgs");
            //soundBank = new SoundBank(audioEngine, "Content/Audio/Sound Bank.xsb");
            //waveBank = new WaveBank(audioEngine, "Content/Audio/Wave Bank.xwb");
            //soundBank.GetCue("music").Play();

            //Thread.Sleep(1000);

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            screenManager.Game.ResetElapsedTime();
        }
コード例 #23
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 public BillboardList(ComponentManager manager,
     string name,
     GameComponent parent,
     Matrix localTransform,
     Texture2D spriteSheet,
     int numBillboards)
     : base(manager, name, parent, localTransform, spriteSheet, false)
 {
     LocalTransforms = new List<Matrix>(numBillboards);
     Rotations = new List<float>(numBillboards);
     Tints = new List<Color>(numBillboards);
     FrustrumCull = false;
 }
コード例 #24
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ファイル: ShapeSpace.cs プロジェクト: TheKalleAnka/ShapeSpace
        /// <summary>
        /// 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.
        /// </summary>
        protected override void Initialize()
        {
            gc = new GameComponent(GraphicsDevice);

            UIComponent.Instance.spriteBatch = new SpriteBatch(GraphicsDevice);
            UIComponent.Instance.callbackShell = HandleUICallbacks;

            gc.Initialize();

            UpdateGameState(GameStates.PLAYING);

            base.Initialize();
        }
コード例 #25
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        public void AddComponent(GameComponent component)
        {
            if (component == null)
                return;

            lock (components)
            {
                int componentInListIndex = components.IndexOf(component);
                if (componentInListIndex != -1)
                    components[componentInListIndex] = component;
                else
                    components.Add(component);
            }
        }
コード例 #26
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        /// <summary>
        /// Load GameContents
        /// </summary>
        public GameContent(GameComponent screenManager)
        {
            if (content == null)
                content = new ContentManager(screenManager.Game.Services, "Content");

            blank = content.Load<Texture2D>("Graphics/blank");
            gradient = content.Load<Texture2D>("Graphics/gradient");
            menuBackground = content.Load<Texture2D>("Graphics/menuBackground");

            ship = content.Load<Texture2D>("Graphics/ship");
            background[0] = content.Load<Texture2D>("Graphics/background0");
            background[1] = content.Load<Texture2D>("Graphics/background1");
            flame = content.Load<Texture2D>("Graphics/flame");
            intro = content.Load<Texture2D>("Graphics/intro");
            info = content.Load<Texture2D>("Graphics/info");

            bar = content.Load<Texture2D>("Graphics/bar");

            for (int i = 0; i < 16; i++)
                asteroid[i] = content.Load<Texture2D>("Graphics/asteroid" + i.ToString("00"));

            for (int i = 0; i < 3; i++)
                combo[i] = content.Load<Texture2D>("Graphics/combo" + i);

            levelUp = content.Load<Texture2D>("Graphics/levelUp");
            gameOver = content.Load<Texture2D>("Graphics/gameOver");

            font = content.Load<SpriteFont>("Fonts/lunaFont");

            for (int i = 0; i < 3; i++)
                boom[i] = content.Load<SoundEffect>("Audio/boom" + i);

            explosion = content.Load<SoundEffect>("Audio/explosion");
            engine = content.Load<SoundEffect>("Audio/engine");

            song = content.Load<Song>("Audio/PILL - MU.S.GA Music for Strategy Games 03 - Fearless");
            MediaPlayer.Play(song);
            MediaPlayer.IsRepeating = true;
            MediaPlayer.Volume = 1.0f;

            SoundEffect.MasterVolume = 1.0f;

            //Thread.Sleep(1000);

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            screenManager.Game.ResetElapsedTime();
        }
コード例 #27
0
        public LocatableComponent(ComponentManager manager, string name, GameComponent parent, Matrix localTransform,  Vector3 boundingBoxExtents, Vector3 boundingBoxPos, bool addToOctree)
            : base(manager, name, parent)
        {
            AddToOctree = addToOctree;
            BoundingBoxPos = boundingBoxPos;
            DrawBoundingBox = false;
            BoundingBox = new BoundingBox(localTransform.Translation - boundingBoxExtents / 2.0f + boundingBoxPos, localTransform.Translation + boundingBoxExtents / 2.0f + boundingBoxPos);

            LocalTransform = localTransform;
            HasMoved = true;
            DepthSort = true;
            FrustrumCull = true;
            DrawInFrontOfSiblings = false;
            IsStocked = false;
        }
コード例 #28
0
ファイル: Dialog.cs プロジェクト: Lily418/Peggle_Clone
        public static void gainControl(GameComponent controlTaker)
        {
            foreach (GameComponent gc in Game1.getComponents())
            {
                if (gc != controlTaker)
                {
                    gc.Enabled = false;
                    if (gc is DrawableGameComponent)
                    {
                        ((DrawableGameComponent)gc).Visible = false;
                    }
                }

            }
        }
コード例 #29
0
ファイル: Dialog.cs プロジェクト: Lily418/Peggle_Clone
        public static void returnControl(GameComponent controlGiver)
        {
            foreach (GameComponent gc in Game1.getComponents())
            {
                if (gc != controlGiver)
                {
                    gc.Enabled = true;
                    if (gc is DrawableGameComponent)
                    {
                        ((DrawableGameComponent)gc).Visible = true;
                    }
                }

            }
        }
コード例 #30
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ファイル: Game1.cs プロジェクト: FENG-MASTER/BallBattle
        /// <summary>
        /// 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.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            startComponent = new StartComponent(this);
            gameComponent = new MyGameComponent(this);
            endComponent = new EndComponent(this);
            Components.Add(startComponent);

            Resourse.init(Content.Load<Texture2D>(@"Images\\bg"),
                Content.Load<Texture2D>(@"Images\\ball"),
            Content.Load<Texture2D>(@"Images\\ball"));     //��ʼ��ȫ�������� ,Ӧ�÷���LoadContent��,�����Ե�ʱ���ֻ��ָ��,Ӧ������ִ����  Components��LoadContent,�Ż�����

            this.IsMouseVisible = true;
            base.Initialize();
        }