public ScoreBoard(MyGame game) : base(game) { this.camera = game.camera; myGame = game; game.mediator.register(this, MyEvent.M_DIE); events = new List<Event>(); spriteBatch = new SpriteBatch(game.GraphicsDevice); }
/// <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() { base.Initialize(); this.camera = new Camera(new Vector2(0), 1f, 0, this.graphics, inputManager); SpriteBatch spriteBatch = new SpriteBatch(GraphicsDevice); myGraphicsObject = new MyGraphicsClass(this.graphics, spriteBatch, this.camera); gameObjectCollection = new GameObjectCollection(worldSize); }
int width, length; // Number of vertices on x and z axes #endregion Fields #region Constructors public Terrain(Game game,Camera camera, Texture2D HeightMap, float CellSize, float Height, Texture2D BaseTexture, float TextureTiling, Vector3 LightDirection/*,Vector2 pos*/) : base(game) { this.baseTexture = BaseTexture; this.camera = camera; this.textureTiling = TextureTiling; this.lightDirection = LightDirection; this.heightMap = HeightMap; this.width = HeightMap.Width; this.length = HeightMap.Height; this.cellSize = CellSize; this.height = Height; //this.pos = pos; effect = Game.Content.Load<Effect>("TerrainEffect"); // 1 vertex per pixel nVertices = width * length; // (Width-1) * (Length-1) cells, 2 triangles per cell, 3 indices per triangle nIndices = (width - 1) * (length - 1) * 6; vertexBuffer = new VertexBuffer(Game.GraphicsDevice, typeof(VertexPositionNormalTexture), nVertices, BufferUsage.WriteOnly); indexBuffer = new IndexBuffer(Game.GraphicsDevice, IndexElementSize.ThirtyTwoBits, nIndices, BufferUsage.WriteOnly); getHeights(); createVertices(); createIndices(); genNormals(); vertexBuffer.SetData<VertexPositionNormalTexture>(vertices); indexBuffer.SetData<int>(indices); }
private void initializeGame1() { switch (StartScreen.Difficulty) { case Constants.Difficulties.Novice: difficultyConstants = new NoviceConstants(); break; case Constants.Difficulties.Advanced: difficultyConstants = new AdvancedConstants(); break; case Constants.Difficulties.Xtreme: difficultyConstants = new XtremeConstants(); break; } //camera = new FreeCamera(this, new Vector3(0, 0, 0), 0, 0, 0 , 0); //camera = new FreeCamera(new Vector3(400, 600, 400), MathHelper.ToRadians(45), MathHelper.ToRadians(-30), GraphicsDevice); camera = new ChaseCamera(this, Constants.CAMERA_POSITION_THIRD_PERSON, Constants.CAMERA_TARGET_THIRD_PERSON, Vector3.Zero); //for (int i = 0; i < Constants.NUM_OF_TERRAINS; i++) //{ terrain = new Terrain(this, camera, Content.Load<Texture2D>("terrain"+currentLevel), Constants.TERRAIN_CELL_SIZE, Constants.TERRAIN_HEIGHT, Content.Load<Texture2D>("grass"), Constants.TERRAIN_TEXTURE_TILING, new Vector3(1, -1, 0)/*,new Vector2(i%2*-1,i/2*-1)*/); terrain.WeightMap = Content.Load<Texture2D>("weightMap"+currentLevel); terrain.RTexture = Content.Load<Texture2D>("sand"); terrain.GTexture = Content.Load<Texture2D>("rock"); terrain.BTexture = Content.Load<Texture2D>("snow"); terrain.DetailTexture = Content.Load<Texture2D>("noise_texture"); //} player = initializePlayer(); sky = intitializeSky(); initializeClouds(); initializeTrees(); //trees = initializeBillBoard(100, "tree_billboard", true, Constants.TREE_SIZE,true); grass = initializeBillBoard(300, "grass_billboard", false, Constants.GRASS_SIZE,false); weapon = new Weapon(this, player, Content.Load<Model>("model//WeaponMachineGun"), new Unit(this, Vector3.Zero, Vector3.Zero, Vector3.One)); bullets = new BulletsManager(this); scoreBoard = new ScoreBoard(this); monsters = new MonstersManager(this); firstAidManger = new FirstAidManager(this); //testing = new CDrawableComponent(this, new Unit(this, new Vector3(0,terrain.GetHeightAtPosition(0,0),0), // Vector3.Zero,new Vector3(5f)), // new CModel(this, Content.Load<Model>("firtree1"))); //waterMesh = new CModel(game.Content.Load<Model>("plane"), position, // Vector3.Zero, new Vector3(size.X, 1, size.Y), game.GraphicsDevice); water = new Water(this,Content.Load<Model>("plane"), new WaterUnit(this, new Vector3(0,Constants.WATER_HEIGHT,0), Vector3.Zero, new Vector3(10240,1,10240))); ((WaterUnit)water.unit).Objects.Add(sky); //((WaterUnit)water.unit).Objects.Add(terrain); stateManager = new StateManager(this); audioManager = new AudioManager(this); frameRateCounter = new FrameRateCounter(this); kinectManager = new KinectManager(this); //CDrawableComponent test = new CDrawableComponent(this, // new Unit(this, new Vector3(0, 80, 0), Vector3.Zero, Vector3.One * .5f), // new CModel(this, Content.Load<Model>(@"model/First Aid Kit2"))); //mediator.fireEvent(MyEvent.G_StartGame); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Texture2D line = Content.Load<Texture2D>("line"); camera = new Camera(new Vector2(0), .25f, 0, graphics); myGraphicsObject = new DrawingUtils.MyGraphicsClass(graphics, spriteBatch, camera); DrawingUtils.MyGraphicsClass.LoadContent(Content); Textures.LoadContent(Content); // TODO: use this.Content to load your game content here }
private void initializeGame1() { switch (StartScreen.Difficulty) { case Constants.Difficulties.Novice: difficultyConstants = new NoviceConstants(); break ; case Constants.Difficulties.Advanced: difficultyConstants = new AdvancedConstants(); break; case Constants.Difficulties.Xtreme: difficultyConstants = new XtremeConstants(); break; } //camera = new FreeCamera(this, new Vector3(0, 0, 0), 0, 0, 0 , 0); //camera = new FreeCamera(new Vector3(400, 600, 400), MathHelper.ToRadians(45), MathHelper.ToRadians(-30), GraphicsDevice); camera = new ChaseCamera(this, Constants.CAMERA_POSITION, Constants.CAMERA_TARGET, Vector3.Zero); terrain = new Terrain(this, camera, Content.Load<Texture2D>("terrain"), Constants.TERRAIN_CELL_SIZE, Constants.TERRAIN_HEIGHT, Content.Load<Texture2D>("grass"), Constants.TERRAIN_TEXTURE_TILING, new Vector3(1, -1, 0)); player = initializePlayer(); sky = intitializeSky(); weapon = new Weapon(this, player, Content.Load<Model>("model//WeaponMachineGun"), new Unit(this, Vector3.Zero, Vector3.Zero, Vector3.One)); bullets = new BulletsManager(this); scoreBoard = new ScoreBoard(this); monsters = new MonstersManager(this); firstAidManger = new FirstAidManager(this); stateManager = new StateManager(this); audioManager = new AudioManager(this); //CDrawableComponent test = new CDrawableComponent(this, // new Unit(this, new Vector3(0, 80, 0), Vector3.Zero, Vector3.One * .5f), // new CModel(this, Content.Load<Model>(@"model/First Aid Kit2"))); }
/// <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() { base.Initialize(); this.camera = new Camera(new Vector2(0), 1f, 0, this.graphics); SpriteBatch spriteBatch = new SpriteBatch(GraphicsDevice); myGraphicsObject = new DrawingUtils.MyGraphicsClass(this.graphics, spriteBatch, this.camera); backGround = new BackGround(worldSize); gameObjectCollection = new GameObjectCollection(worldSize); }