public Googoo(Model model, Game game, Vector3 startPosition, Vector3 wanderPosition, int faceId, ModelManager modelManager) : base(model, game) { this.game = game; this.googoo = model; texture = modelManager.screenManager.texManager.getGoogooTexture(); this.face = faceId; // init velocity, acceleration and friction acceleration = FaceDirection * accel; velocity = acceleration; friction = -FaceDirection * frictionValue; this.position = startPosition; this.startPosition = startPosition; this.wanderPosition = wanderPosition; //navigate.Add(startPosition); //first location in list //navigate.Add(wanderPosition); //last location in list this.modelManager = modelManager; effect = ((Spectrum)game).grayEffect; handelOrientation(); loadStateFile(); }
public GenericFace(BasicCube cube, ModelManager modelManager, int faceId) { parentCube = cube; this.faceId = faceId; this.modelManager = modelManager; this.game = modelManager.getGame(); }
public MudFace(BasicCube cube, ModelManager modelManager, int faceId) : base(cube, modelManager, faceId) { this.parentCube = cube; this.setHarmful(false); this.faceId = faceId; this.modelManager = modelManager; }
public SkySphere(Model model, Game game, Camera camera, ModelManager modelManager) : base(model, game) { this.game = game; effect = ((Spectrum)game).effect; this.camera = camera; texture = modelManager.screenManager.texManager.getSkySphereTexture(); }
public Spike(Model model, Game game, ModelManager modelManager, Vector3 startPosition, int onFace) : base(model, game) { texture = modelManager.screenManager.texManager.getSpikesTexture(); position = startPosition; setUpVector(onFace); this.game = game; effect = ((Spectrum)game).grayEffect; }
public Inky(Model model, Game game, ModelManager modelManager, Vector3 startPosition, int onFace) : base(model, game) { this.onFace = onFace; this.random = new Random(); this.game = modelManager.getGame(); texture = modelManager.screenManager.texManager.getInkyTexture(); position = startPosition; handleOrientation(); effect = ((Spectrum)game).grayEffect; }
public BasicCube(Model model, Game game, SpectrumEnums.Cubes face, Camera camera, Vector3 offset, ModelManager modelManager) : base(model, game) { effect = ((Spectrum)game).grayEffect; this.camera = camera; this.game = game; this.texManager = ((Spectrum)game).texManager; cubeM = model; this.offset = offset; translation = Matrix.CreateTranslation(offset); this.modelManager = modelManager; texture = texManager.getCubeTexture(face); boundingBox = GetBoundingBox(); this.left = offset.X - 1; this.right = offset.X + 1; this.down = offset.Y - 1; this.top = offset.Y + 1; this.rear = offset.Z - 1; this.front = offset.Z + 1; switch(face) { case SpectrumEnums.Cubes.Start: posXFace = new StartFace(this, modelManager, 0); negXFace = new StartFace(this, modelManager, 1); posYFace = new StartFace(this, modelManager, 2); negYFace = new StartFace(this, modelManager, 3); posZFace = new StartFace(this, modelManager, 4); negZFace = new StartFace(this, modelManager, 5); break; case SpectrumEnums.Cubes.Goal: posXFace = new GoalFace(this, modelManager, 0); negXFace = new GoalFace(this, modelManager, 1); posYFace = new GoalFace(this, modelManager, 2); negYFace = new GoalFace(this, modelManager, 3); posZFace = new GoalFace(this, modelManager, 4); negZFace = new GoalFace(this, modelManager, 5); break; case SpectrumEnums.Cubes.Grass: posXFace = new NeutralFace(this, modelManager, 0); negXFace = new NeutralFace(this, modelManager, 1); posYFace = new NeutralFace(this, modelManager, 2); negYFace = new NeutralFace(this, modelManager, 3); posZFace = new NeutralFace(this, modelManager, 4); negZFace = new NeutralFace(this, modelManager, 5); break; case SpectrumEnums.Cubes.Ice: posXFace = new IceFace(this, modelManager, 0); negXFace = new IceFace(this, modelManager, 1); posYFace = new IceFace(this, modelManager, 2); negYFace = new IceFace(this, modelManager, 3); posZFace = new IceFace(this, modelManager, 4); negZFace = new IceFace(this, modelManager, 5); break; case SpectrumEnums.Cubes.Mud: posXFace = new MudFace(this, modelManager, 0); negXFace = new MudFace(this, modelManager, 1); posYFace = new MudFace(this, modelManager, 2); negYFace = new MudFace(this, modelManager, 3); posZFace = new MudFace(this, modelManager, 4); negZFace = new MudFace(this, modelManager, 5); break; case SpectrumEnums.Cubes.Lava: posXFace = new LavaFace(this, modelManager, 0); negXFace = new LavaFace(this, modelManager, 1); posYFace = new LavaFace(this, modelManager, 2); negYFace = new LavaFace(this, modelManager, 3); posZFace = new LavaFace(this, modelManager, 4); negZFace = new LavaFace(this, modelManager, 5); break; case SpectrumEnums.Cubes.Cobblestone: posXFace = new NeutralFace(this, modelManager, 0); negXFace = new NeutralFace(this, modelManager, 1); posYFace = new NeutralFace(this, modelManager, 2); negYFace = new NeutralFace(this, modelManager, 3); posZFace = new NeutralFace(this, modelManager, 4); negZFace = new NeutralFace(this, modelManager, 5); break; case SpectrumEnums.Cubes.Sponge: posXFace = new SpongeFace(this, modelManager, 0); negXFace = new SpongeFace(this, modelManager, 1); posYFace = new SpongeFace(this, modelManager, 2); negYFace = new SpongeFace(this, modelManager, 3); posZFace = new SpongeFace(this, modelManager, 4); negZFace = new SpongeFace(this, modelManager, 5); break; case SpectrumEnums.Cubes.Error: posXFace = new NeutralFace(this, modelManager, 0); negXFace = new NeutralFace(this, modelManager, 1); posYFace = new NeutralFace(this, modelManager, 2); negYFace = new NeutralFace(this, modelManager, 3); posZFace = new NeutralFace(this, modelManager, 4); negZFace = new NeutralFace(this, modelManager, 5); break; default: posXFace = new NeutralFace(this, modelManager, 0); negXFace = new NeutralFace(this, modelManager, 1); posYFace = new NeutralFace(this, modelManager, 2); negYFace = new NeutralFace(this, modelManager, 3); posZFace = new NeutralFace(this, modelManager, 4); negZFace = new NeutralFace(this, modelManager, 5); break; } }
public void setModelManager(ModelManager modelManager) { this.modelManager = modelManager; }
protected override void Initialize() { currentGameState = SpectrumEnums.GameState.Start; effect = Content.Load<Effect>(@"Shader/Shader"); grayEffect = Content.Load<Effect>(@"Shader/Grayscale"); loadFromSaveFile(); gameAnalytics = new GameAnalytics(); this.texManager = new TextureManager(this); Components.Add(texManager); screenManager = new ScreenManager(this); Components.Add(screenManager); camera = new Camera(this, new Vector3(0, 10, 5), new Vector3(0, 8, 3), new Vector3(0, 5, 0)); Components.Add(camera); modelManager = new ModelManager(this, screenManager); Components.Add(modelManager); screenManager.setModelManager(modelManager); soundManager = new SoundManager(this); Components.Add(soundManager); // set render target in order to be able to apply post processing effets renderTarget = new RenderTarget2D(graphics.GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, true, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); this.IsMouseVisible = false; base.Initialize(); }
public LevelCreator(ModelManager modelManager) { this.modelManager = modelManager; this.game = modelManager.getGame(); cubeModel = modelManager.getCubeModel(); }