コード例 #1
0
ファイル: Game1.cs プロジェクト: noamg97/ProjectPenguin
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            fontLoader  = new FontLoader(Content);
            playing     = new PlayingStateClass(graphics, GraphicsDevice, Content);
            titleScreen = new TitleScreenClass(Content, GraphicsDevice, new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
            loading     = new LoadingScreenClass(Content, null, false);

            Mouse.SetPosition(graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2);

            menu = new MainMenuStateClass(Content, new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), true);

            ChangeGameState(CurrentGameState);

            buttonSound      = Content.Load <SoundEffect>("Sounds/button");
            buttonClickSound = Content.Load <SoundEffect>("Sounds/buttonClick");
            backSound        = Content.Load <SoundEffect>("Sounds/back");
        }
コード例 #2
0
        public void UpdatePosition(Vector3 moveVector, List <BoundingBox> boundingBoxes, GameTime gameTime, PlayingStateClass parent)
        {
            #region animation
            if (!Game1.SkipAnimation && !startAnimation[animationCount].hasFinished)
            {
                startAnimation[animationCount].Update(gameTime.ElapsedGameTime);
                yaw        = startAnimation[animationCount].GetV2(0).X;
                pitch      = startAnimation[animationCount].GetV2(0).Y;
                position   = startAnimation[animationCount].GetV3(0);
                moveVector = Vector3.Zero;
            }
            else
            if (animationCount == startAnimation.Count - 1)
            {
                isAnimating = false;
            }
            else
            {
                animationCount++;
            }

            if (!isAnimating && TimeAfterAnimationOver.TotalMilliseconds != -100)
            {
                TimeAfterAnimationOver += gameTime.ElapsedGameTime;
            }
            if (TimeAfterAnimationOver.TotalMilliseconds >= 10)
            {
                position = new Vector3(-0.5f, 0, -0.2f);
                yaw      = 0;
                pitch    = -0.28f;
                TimeAfterAnimationOver = TimeSpan.FromMilliseconds(-100);
            }
            #endregion

            if (!isAnimating)
            {
                #region Bounderies
                moveVector.Y += jumpspeed / 40.0f;
                jumpspeed    -= 0.3f;
                if (jumpspeed <= -4)
                {
                    jumpspeed = -4;
                }

                if (!moveVector.Equals(Vector3.Zero))
                {
                    Matrix  cameraRotation = Matrix.CreateRotationY(yaw);
                    Vector3 rotatedVector  = Vector3.Transform(moveVector, cameraRotation);

                    if (isCrouched)
                    {
                        cameraSpeed /= 1.8f;
                        characterCrounched_Y_Offset = characterOffset.Y * crouchCount / 20;
                    }
                    //if (!isCrouched && Math.Abs(characterCrounched_Y_Offset / characterOffset.Y) >= 0.1f)
                    //    if (!Check_CanGetUp(boundingBoxes))
                    //        isCrouched = true;
                    if (!isCrouched)
                    {
                        characterCrounched_Y_Offset = characterOffset.Y;
                    }

                    bool canX = true;
                    bool canY = true;
                    bool canZ = true;

                    BoundingBox characterBoxX;
                    BoundingBox characterBoxZ;
                    BoundingBox characterBoxY;

                    Vector3 newOriginPoint = position + new Vector3((cameraSpeed * rotatedVector.X), 0, 0);
                    if (isCrouched)
                    {
                        characterBoxX = new BoundingBox(new Vector3(newOriginPoint.X - (characterOffset.X / 2), newOriginPoint.Y - characterOffset.Y, newOriginPoint.Z - (characterOffset.Z / 2)), new Vector3(newOriginPoint.X + (characterOffset.X / 2), newOriginPoint.Y - characterCrounched_Y_Offset + 0.14f, newOriginPoint.Z + (characterOffset.Z / 2)));
                    }
                    else
                    {
                        characterBoxX = new BoundingBox(new Vector3(newOriginPoint.X - (characterOffset.X / 2), newOriginPoint.Y - characterCrounched_Y_Offset, newOriginPoint.Z - (characterOffset.Z / 2)), new Vector3(newOriginPoint.X + (characterOffset.X / 2), newOriginPoint.Y + 0.14f, newOriginPoint.Z + (characterOffset.Z / 2)));
                    }

                    newOriginPoint = position + new Vector3(0, 0, (cameraSpeed * rotatedVector.Z));
                    if (isCrouched)
                    {
                        characterBoxZ = new BoundingBox(new Vector3(newOriginPoint.X - (characterOffset.X / 2), newOriginPoint.Y - characterOffset.Y, newOriginPoint.Z - (characterOffset.Z / 2)), new Vector3(newOriginPoint.X + (characterOffset.X / 2), newOriginPoint.Y - characterCrounched_Y_Offset + 0.14f, newOriginPoint.Z + (characterOffset.Z / 2)));
                    }
                    else
                    {
                        characterBoxZ = new BoundingBox(new Vector3(newOriginPoint.X - (characterOffset.X / 2), newOriginPoint.Y - characterCrounched_Y_Offset, newOriginPoint.Z - (characterOffset.Z / 2)), new Vector3(newOriginPoint.X + (characterOffset.X / 2), newOriginPoint.Y + 0.14f, newOriginPoint.Z + (characterOffset.Z / 2)));
                    }

                    newOriginPoint = position + new Vector3(0, rotatedVector.Y, 0);
                    if (isCrouched)
                    {
                        characterBoxY = new BoundingBox(new Vector3(newOriginPoint.X - (characterOffset.X / 2), newOriginPoint.Y - characterOffset.Y, newOriginPoint.Z - (characterOffset.Z / 2)), new Vector3(newOriginPoint.X + (characterOffset.X / 2), newOriginPoint.Y - characterCrounched_Y_Offset + 0.14f, newOriginPoint.Z + (characterOffset.Z / 2)));
                    }
                    else
                    {
                        characterBoxY = new BoundingBox(new Vector3(newOriginPoint.X - (characterOffset.X / 2), newOriginPoint.Y - characterCrounched_Y_Offset, newOriginPoint.Z - (characterOffset.Z / 2)), new Vector3(newOriginPoint.X + (characterOffset.X / 2), newOriginPoint.Y + 0.14f, newOriginPoint.Z + (characterOffset.Z / 2)));
                    }

                    if (boundingBoxes[0].Contains(characterBoxX) != ContainmentType.Contains)
                    {
                        canX = false;
                    }
                    if (boundingBoxes[0].Contains(characterBoxZ) != ContainmentType.Contains)
                    {
                        canZ = false;
                    }
                    if (boundingBoxes[0].Contains(characterBoxY) != ContainmentType.Contains)
                    {
                        canY = false;
                    }


                    for (int i = 1; i < boundingBoxes.Count; i++)
                    {
                        if (boundingBoxes[i].Contains(characterBoxX) != ContainmentType.Disjoint)
                        {
                            canX = false;
                        }

                        if (boundingBoxes[i].Contains(characterBoxZ) != ContainmentType.Disjoint)
                        {
                            canZ = false;
                        }

                        if (boundingBoxes[i].Contains(characterBoxY) != ContainmentType.Disjoint)
                        {
                            canY = false;
                        }
                    }

                    if (canX)
                    {
                        position.X += cameraSpeed * rotatedVector.X;
                    }
                    if (canZ)
                    {
                        position.Z += cameraSpeed * rotatedVector.Z;
                    }
                    if (canY)
                    {
                        position.Y += rotatedVector.Y;
                    }
                    else
                    {
                        if (rotatedVector.Y < 0 && isJumping)
                        {
                            if (jumpspeed >= 0)
                            {
                                jumpspeed = -0.01f; position.Y -= 0.01f;
                            }
                            else
                            {
                                isJumping = false;
                            }
                        }
                    }
                    if (isCrouched)
                    {
                        cameraSpeed *= 1.8f;
                    }
                }
                #endregion
            }
        }
コード例 #3
0
ファイル: Camera.cs プロジェクト: noamg97/ProjectPenguin
        public void UpdatePosition(Vector3 moveVector, List<BoundingBox> boundingBoxes, GameTime gameTime, PlayingStateClass parent)
        {
            #region animation
            if (!Game1.SkipAnimation && !startAnimation[animationCount].hasFinished)
            {
                startAnimation[animationCount].Update(gameTime.ElapsedGameTime);
                yaw = startAnimation[animationCount].GetV2(0).X;
                pitch = startAnimation[animationCount].GetV2(0).Y;
                position = startAnimation[animationCount].GetV3(0);
                moveVector = Vector3.Zero;
            }
            else
                if (animationCount == startAnimation.Count - 1)
                    isAnimating = false;
                else
                    animationCount++;

            if (!isAnimating && TimeAfterAnimationOver.TotalMilliseconds != -100) TimeAfterAnimationOver += gameTime.ElapsedGameTime;
            if (TimeAfterAnimationOver.TotalMilliseconds >= 10)
            {
                position = new Vector3(-0.5f, 0, -0.2f);
                yaw = 0;
                pitch = -0.28f;
                TimeAfterAnimationOver = TimeSpan.FromMilliseconds(-100);
            }
            #endregion

            if (!isAnimating)
            {
                #region Bounderies
                moveVector.Y += jumpspeed / 40.0f;
                jumpspeed -= 0.3f;
                if (jumpspeed <= -4) jumpspeed = -4;

                if (!moveVector.Equals(Vector3.Zero))
                {
                    Matrix cameraRotation = Matrix.CreateRotationY(yaw);
                    Vector3 rotatedVector = Vector3.Transform(moveVector, cameraRotation);

                    if (isCrouched)
                    {
                        cameraSpeed /= 1.8f;
                        characterCrounched_Y_Offset = characterOffset.Y * crouchCount / 20;
                    }
                    //if (!isCrouched && Math.Abs(characterCrounched_Y_Offset / characterOffset.Y) >= 0.1f)
                    //    if (!Check_CanGetUp(boundingBoxes))
                    //        isCrouched = true;
                    if (!isCrouched) characterCrounched_Y_Offset = characterOffset.Y;

                    bool canX = true;
                    bool canY = true;
                    bool canZ = true;

                    BoundingBox characterBoxX;
                    BoundingBox characterBoxZ;
                    BoundingBox characterBoxY;

                    Vector3 newOriginPoint = position + new Vector3((cameraSpeed * rotatedVector.X), 0, 0);
                    if (isCrouched) characterBoxX = new BoundingBox(new Vector3(newOriginPoint.X - (characterOffset.X / 2), newOriginPoint.Y - characterOffset.Y, newOriginPoint.Z - (characterOffset.Z / 2)), new Vector3(newOriginPoint.X + (characterOffset.X / 2), newOriginPoint.Y - characterCrounched_Y_Offset + 0.14f, newOriginPoint.Z + (characterOffset.Z / 2)));
                    else characterBoxX = new BoundingBox(new Vector3(newOriginPoint.X - (characterOffset.X / 2), newOriginPoint.Y - characterCrounched_Y_Offset, newOriginPoint.Z - (characterOffset.Z / 2)), new Vector3(newOriginPoint.X + (characterOffset.X / 2), newOriginPoint.Y + 0.14f, newOriginPoint.Z + (characterOffset.Z / 2)));

                    newOriginPoint = position + new Vector3(0, 0, (cameraSpeed * rotatedVector.Z));
                    if (isCrouched) characterBoxZ = new BoundingBox(new Vector3(newOriginPoint.X - (characterOffset.X / 2), newOriginPoint.Y - characterOffset.Y, newOriginPoint.Z - (characterOffset.Z / 2)), new Vector3(newOriginPoint.X + (characterOffset.X / 2), newOriginPoint.Y - characterCrounched_Y_Offset + 0.14f, newOriginPoint.Z + (characterOffset.Z / 2)));
                    else characterBoxZ = new BoundingBox(new Vector3(newOriginPoint.X - (characterOffset.X / 2), newOriginPoint.Y - characterCrounched_Y_Offset, newOriginPoint.Z - (characterOffset.Z / 2)), new Vector3(newOriginPoint.X + (characterOffset.X / 2), newOriginPoint.Y + 0.14f, newOriginPoint.Z + (characterOffset.Z / 2)));

                    newOriginPoint = position + new Vector3(0, rotatedVector.Y, 0);
                    if (isCrouched) characterBoxY = new BoundingBox(new Vector3(newOriginPoint.X - (characterOffset.X / 2), newOriginPoint.Y - characterOffset.Y, newOriginPoint.Z - (characterOffset.Z / 2)), new Vector3(newOriginPoint.X + (characterOffset.X / 2), newOriginPoint.Y - characterCrounched_Y_Offset + 0.14f, newOriginPoint.Z + (characterOffset.Z / 2)));
                    else characterBoxY = new BoundingBox(new Vector3(newOriginPoint.X - (characterOffset.X / 2), newOriginPoint.Y - characterCrounched_Y_Offset, newOriginPoint.Z - (characterOffset.Z / 2)), new Vector3(newOriginPoint.X + (characterOffset.X / 2), newOriginPoint.Y + 0.14f, newOriginPoint.Z + (characterOffset.Z / 2)));

                    if (boundingBoxes[0].Contains(characterBoxX) != ContainmentType.Contains) canX = false;
                    if (boundingBoxes[0].Contains(characterBoxZ) != ContainmentType.Contains) canZ = false;
                    if (boundingBoxes[0].Contains(characterBoxY) != ContainmentType.Contains) canY = false;

                    for (int i = 1; i < boundingBoxes.Count; i++)
                    {
                        if (boundingBoxes[i].Contains(characterBoxX) != ContainmentType.Disjoint) canX = false;

                        if (boundingBoxes[i].Contains(characterBoxZ) != ContainmentType.Disjoint) canZ = false;

                        if (boundingBoxes[i].Contains(characterBoxY) != ContainmentType.Disjoint) canY = false;
                    }

                    if (canX) position.X += cameraSpeed * rotatedVector.X;
                    if (canZ) position.Z += cameraSpeed * rotatedVector.Z;
                    if (canY) position.Y += rotatedVector.Y;
                    else
                    {
                        if (rotatedVector.Y < 0 && isJumping)
                            if (jumpspeed >= 0) { jumpspeed = -0.01f; position.Y -= 0.01f; }
                            else isJumping = false;
                    }
                    if (isCrouched) cameraSpeed *= 1.8f;
                }
                #endregion
            }
        }
コード例 #4
0
ファイル: Game1.cs プロジェクト: noamg97/ProjectPenguin
 public void RestartGame()
 {
     playing = new PlayingStateClass(graphics, GraphicsDevice, new ContentManager(Content.ServiceProvider, Content.RootDirectory));
 }
コード例 #5
0
ファイル: Game1.cs プロジェクト: noamg97/ProjectPenguin
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            fontLoader = new FontLoader(Content);
            playing = new PlayingStateClass(graphics, GraphicsDevice, Content);
            titleScreen = new TitleScreenClass(Content, GraphicsDevice, new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
            loading = new LoadingScreenClass(Content, null, false);

            Mouse.SetPosition(graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2);

            menu = new MainMenuStateClass(Content, new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), true);

            ChangeGameState(CurrentGameState);

            buttonSound = Content.Load<SoundEffect>("Sounds/button");
            buttonClickSound = Content.Load<SoundEffect>("Sounds/buttonClick");
            backSound = Content.Load<SoundEffect>("Sounds/back");
        }
コード例 #6
0
ファイル: Game1.cs プロジェクト: noamg97/ProjectPenguin
 public void RestartGame()
 {
     playing = new PlayingStateClass(graphics, GraphicsDevice, new ContentManager(Content.ServiceProvider, Content.RootDirectory));
 }