コード例 #1
0
        public override void Init()
        {
            Tiempo    = 0;
            D3dDevice = D3DDevice.Instance.Device;

            Plaza            = new TgcSceneLoader().loadSceneFromFile(MediaDir + "Plaza-TgcScene.xml");
            MayasIA          = new TgcSceneLoader().loadSceneFromFile(MediaDir + "AutoPolicia-TgcScene.xml").Meshes;
            MayasAutoFisico1 = new TgcSceneLoader().loadSceneFromFile(MediaDir + "AutoAmarillo-TgcScene.xml").Meshes;
            MayasAutoFisico2 = new TgcSceneLoader().loadSceneFromFile(MediaDir + "AutoNaranja-TgcScene.xml").Meshes;
            PathHumo         = MediaDir + "Textures\\TexturaHumo.png";

            Sonidos   = new Sonidos(MediaDir, DirectSound.DsDevice);
            Invisible = new ShaderInvisibilidad(D3dDevice, ShadersDir);
            EnvMap    = new ShaderEnvMap(ShadersDir);

            //Cielo
            Cielo = new TgcSkyBox
            {
                Center = TGCVector3.Empty,
                Size   = new TGCVector3(10000, 10000, 10000)
            };
            var cieloPath = MediaDir + "Cielo\\";

            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Up, cieloPath + "cloudtop_up.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Down, cieloPath + "cloudtop_down.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Left, cieloPath + "cloudtop_left.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Right, cieloPath + "cloudtop_right.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Front, cieloPath + "cloudtop_front.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Back, cieloPath + "cloudtop_back.jpg");

            Cielo.SkyEpsilon = 11f;
            Cielo.Init();


            // Implemento la fisica
            Fisica = new FisicaMundo();
            for (int i = 30; i < 238; i++)
            {
                var objetos = BulletRigidBodyFactory.Instance.CreateRigidBodyFromTgcMesh(Plaza.Meshes[i]);
                Fisica.dynamicsWorld.AddRigidBody(objetos);
            }

            // Inicializo los coches
            AutoFisico1 = new AutoManejable(MayasAutoFisico1, new TGCVector3(-1000, 0, 3500), 270, Fisica, PathHumo, MediaDir, Sonidos);
            AutoFisico2 = new AutoManejable(MayasAutoFisico2, new TGCVector3(4000, 0, 3500), 270, Fisica, PathHumo, MediaDir, Sonidos);
            AutoFisico2.ConfigurarTeclas(Key.W, Key.S, Key.D, Key.A, Key.LeftControl, Key.Tab);
            AutoFisico1.ConfigurarTeclas(Key.UpArrow, Key.DownArrow, Key.RightArrow, Key.LeftArrow, Key.RightControl, Key.Space);
            AutoFisico1.Vida = 1000;
            AutoFisico2.Vida = 1000;
            Jugadores        = new[] { AutoFisico1, AutoFisico2 };
            GrupoPolicias    = new PoliciasIA(MayasIA, Fisica, PathHumo, Jugadores, MediaDir, Sonidos);
            Players          = new List <AutoManejable> {
                AutoFisico1, AutoFisico2
            };                                                              // Para el sonido y las colisiones

            SwitchInicio = 1;
            SwitchCamara = 1;
            Hud          = new Hud(MediaDir, Jugadores);
        }
コード例 #2
0
        public override void Init()
        {
            Tiempo = 0;
            var d3dDevice = D3DDevice.Instance.Device;

            Plaza            = new TgcSceneLoader().loadSceneFromFile(MediaDir + "Plaza-TgcScene.xml");
            MayasIA          = new TgcSceneLoader().loadSceneFromFile(MediaDir + "AutoPolicia-TgcScene.xml").Meshes;
            MayasAutoFisico1 = new TgcSceneLoader().loadSceneFromFile(MediaDir + "AutoAmarillo-TgcScene.xml").Meshes;
            MayasAutoFisico2 = new TgcSceneLoader().loadSceneFromFile(MediaDir + "AutoNaranja-TgcScene.xml").Meshes;
            PathHumo         = MediaDir + "Textures\\TexturaHumo.png";

            //Shader Invisibilidad
            Invisibilidad           = TGCShaders.Instance.LoadEffect(ShadersDir + "\\Invisibilidad.fx");
            Invisibilidad.Technique = "DefaultTechnique";

            g_pDepthStencil = d3dDevice.CreateDepthStencilSurface(d3dDevice.PresentationParameters.BackBufferWidth,
                                                                  d3dDevice.PresentationParameters.BackBufferHeight,
                                                                  DepthFormat.D24S8, MultiSampleType.None, 0, true);

            g_pRenderTarget = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth
                                          , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.X8R8G8B8,
                                          Pool.Default);

            Invisibilidad.SetValue("g_RenderTarget", g_pRenderTarget);

            // Resolucion de pantalla
            Invisibilidad.SetValue("screen_dx", d3dDevice.PresentationParameters.BackBufferWidth);
            Invisibilidad.SetValue("screen_dy", d3dDevice.PresentationParameters.BackBufferHeight);

            CustomVertex.PositionTextured[] vertices =
            {
                new CustomVertex.PositionTextured(-1,  1, 1, 0, 0),
                new CustomVertex.PositionTextured(1,   1, 1, 1, 0),
                new CustomVertex.PositionTextured(-1, -1, 1, 0, 1),
                new CustomVertex.PositionTextured(1,  -1, 1, 1, 1)
            };
            //Vertex buffer de los triangulos
            g_pVBV3D = new VertexBuffer(typeof(CustomVertex.PositionTextured),
                                        4, d3dDevice, Usage.Dynamic | Usage.WriteOnly,
                                        CustomVertex.PositionTextured.Format, Pool.Default);
            g_pVBV3D.SetData(vertices, 0, LockFlags.None);

            // --------------------------------------------------------------------
            //Shader EnvMap
            EnvMap           = TGCShaders.Instance.LoadEffect(ShadersDir + "\\EnvMap.fx");
            EnvMap.Technique = "RenderScene";
            posicionLuz      = new TGCVector3(1500, 600, 1500);

            // --------------------------------------------------------------------

            //Cielo
            Cielo = new TgcSkyBox
            {
                Center = TGCVector3.Empty,
                Size   = new TGCVector3(10000, 10000, 10000)
            };
            var cieloPath = MediaDir + "Cielo\\";

            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Up, cieloPath + "cloudtop_up.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Down, cieloPath + "cloudtop_down.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Left, cieloPath + "cloudtop_left.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Right, cieloPath + "cloudtop_right.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Front, cieloPath + "cloudtop_front.jpg");
            Cielo.setFaceTexture(TgcSkyBox.SkyFaces.Back, cieloPath + "cloudtop_back.jpg");

            Cielo.SkyEpsilon = 11f;
            Cielo.Init();


            // Implemento la fisica
            Fisica = new FisicaMundo();
            for (int i = 30; i < 238; i++)
            {
                var objetos = BulletRigidBodyFactory.Instance.CreateRigidBodyFromTgcMesh(Plaza.Meshes[i]);
                Fisica.dynamicsWorld.AddRigidBody(objetos);
            }


            // Inicializo los coches
            AutoFisico1 = new AutoManejable(MayasAutoFisico1, new TGCVector3(-1000, 0, 3500), 270, Fisica, PathHumo, MediaDir, DirectSound.DsDevice);
            AutoFisico2 = new AutoManejable(MayasAutoFisico2, new TGCVector3(4000, 0, 3500), 270, Fisica, PathHumo, MediaDir, DirectSound.DsDevice);
            AutoFisico2.ConfigurarTeclas(Key.W, Key.S, Key.D, Key.A, Key.LeftControl, Key.Tab);
            AutoFisico1.ConfigurarTeclas(Key.UpArrow, Key.DownArrow, Key.RightArrow, Key.LeftArrow, Key.RightControl, Key.Space);
            AutoFisico1.Vida = 1000;
            AutoFisico2.Vida = 1000;
            Jugadores        = new[] { AutoFisico1, AutoFisico2 };
            GrupoPolicias    = new PoliciasIA(MayasIA, Fisica, PathHumo, Jugadores, MediaDir, DirectSound.DsDevice);
            Players          = new List <AutoManejable> {
                AutoFisico1, AutoFisico2
            };                                                              // Para el sonido y las colisiones



            // Jugadores
            foreach (var auto in Players)
            {
                auto.sonidoAceleracion    = new TgcStaticSound();
                auto.sonidoDesaceleracion = new TgcStaticSound();
                auto.frenada = new TgcStaticSound();
                auto.choque  = new TgcStaticSound();

                auto.sonidoDesaceleracion.loadSound(MediaDir + "Musica\\Desacelerando.wav", -2000, DirectSound.DsDevice);
                auto.sonidoAceleracion.loadSound(MediaDir + "Musica\\Motor2.wav", -1700, DirectSound.DsDevice);
                auto.frenada.loadSound(MediaDir + "Musica\\Frenada.wav", -2000, DirectSound.DsDevice);
                auto.choque.loadSound(MediaDir + "Musica\\Choque1.wav", -2000, DirectSound.DsDevice);
            }

            SwitchInicio = 1;
            SwitchCamara = 1;
            Hud          = new Hud(MediaDir, Jugadores);
            Sonidos      = new Sonidos(MediaDir, DirectSound.DsDevice);
        }