/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { base.LoadContent(); //player = new BallCharacter(ScreenManager.Game, this); player = new DragonBall(ScreenManager.Game, this); player.position = new Vector3(0f, 0f, 0f); player.scale *= 2; ScreenManager.Game.Components.Add(player); m_kWallManager = new WallManager(ScreenManager.Game, this); ScreenManager.Game.Components.Add(m_kWallManager); c = new Collectable(ScreenManager.Game, this); c.scale = 10; c.position += new Vector3(0f, 0f, 0f); ScreenManager.Game.Components.Add(c); m_kPlane = new CollisionLevelPiece(ScreenManager.Game, this, "checker_plane_3"); m_kPlane.scale = 15; m_kPlane.position += new Vector3(0f, 0f, 0); ScreenManager.Game.Components.Add(m_kPlane); LevelPiece skySphere = new LevelPiece(ScreenManager.Game, this, "sky_sphere"); m_kPlane.scale = 15; m_kPlane.position += new Vector3(0f, 0f, 0); ScreenManager.Game.Components.Add(m_kPlane); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { base.LoadContent(); meshes = new Model[1]; meshes[0] = ScreenManager.Game.Content.Load <Model>("meshes/cone"); player = new BallCharacter(ScreenManager.Game, this); //player.position = new Vector3(10f, 25f, 0f); player.position = new Vector3(0f, 0f, 0f); ScreenManager.Game.Components.Add(player); m_kWallManager = new WallManager(ScreenManager.Game, this); ScreenManager.Game.Components.Add(m_kWallManager); m_kPlane = new LevelPiece(ScreenManager.Game, this, "checker_plane"); m_kPlane.scale = 15; m_kPlane.position += new Vector3(150f, -10f, 0); ScreenManager.Game.Components.Add(m_kPlane); celLightingEffect = ScreenManager.Game.Content.Load <Effect>("Cel"); GetEffectParameters(); //Calculate the projection properties first on any //load callback. That way if the window gets resized, //the perspective matrix is updated accordingly float aspectRatio = (float)ScreenManager.Game.GraphicsDevice.Viewport.Width / (float)ScreenManager.Game.GraphicsDevice.Viewport.Height; float fov = MathHelper.PiOver4 * aspectRatio * 3 / 4; projection = Matrix.CreatePerspectiveFieldOfView(fov, aspectRatio, .1f, 1000f); //create a default world matrix world = Matrix.Identity; }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { base.LoadContent(); meshes = new Model[1]; meshes[0] = ScreenManager.Game.Content.Load<Model>("meshes/cone"); player = new BallCharacter(ScreenManager.Game, this); //player.position = new Vector3(10f, 25f, 0f); player.position = new Vector3(0f, 0f, 0f); ScreenManager.Game.Components.Add(player); m_kWallManager = new WallManager(ScreenManager.Game, this); ScreenManager.Game.Components.Add(m_kWallManager); m_kPlane = new LevelPiece(ScreenManager.Game, this, "checker_plane"); m_kPlane.scale = 15; m_kPlane.position += new Vector3(150f, -10f, 0); ScreenManager.Game.Components.Add(m_kPlane); celLightingEffect = ScreenManager.Game.Content.Load<Effect>("Cel"); GetEffectParameters(); //Calculate the projection properties first on any //load callback. That way if the window gets resized, //the perspective matrix is updated accordingly float aspectRatio = (float)ScreenManager.Game.GraphicsDevice.Viewport.Width / (float)ScreenManager.Game.GraphicsDevice.Viewport.Height; float fov = MathHelper.PiOver4 * aspectRatio * 3 / 4; projection = Matrix.CreatePerspectiveFieldOfView(fov, aspectRatio, .1f, 1000f); //create a default world matrix world = Matrix.Identity; }