public void Draw(GameTime gameTime, Demo game) { foreach (Particle particle in list) { game.DrawModel(game.UnitSphere, Matrix.CreateTranslation(particle.pos)); } }
public Level(Demo Game) { Well = new GameObject[MAX_WELLS]; House = new GameObject[MAX_HOUSES]; Crate = new GameObject[MAX_CRATES]; Tree = new GameObject[MAX_TREES]; Mushroom = new GameObject[MAX_MUSHROOMS]; }
public GameObject(Demo Game, Model model1, Vector3 StartPos, float scale) : this(Game, model1) { Pos = StartPos; Scale = scale; Boundary = Game.GetModelBB(model1); Boundary.Max *= scale; Boundary.Max += Pos; Boundary.Min *= scale; Boundary.Min += Pos; Rotation = 0.0f; }
public Being(Demo Game) { this.Game = Game; GunList = new ArrayList(); GunList.Add(new Gun(7, 28, (int)Guns.Deagle, Game.Deagle)); GunList.Add(new Gun(30, 90, (int)Guns.AK47, Game.AK47)); GunList.Add(new Gun(8, 24, (int)Guns.Shotty, Game.Shotty)); CurrentGun = (int)Guns.Deagle; camera = new FirstPersonCamera(Game); Health = CurrentHealth = 100; timeToChangeDirection = Environment.TickCount; StarScore = 0; TimeOfLastDeath = Environment.TickCount; model = Game.Leet; }
public AnimatedModel(Demo Game) { Game1 = Game; LoadContent(); }
private static void Main() { using (Demo demo = new Demo()) { demo.Run(); } }
public GameObject(Demo Game, Model model1) { this.Game = Game; Pos = new Vector3(0, 0, 0); model = model1; }