public override void Initialize(TGCGame game) { foreach (Weapon weapon in Weapons) { weapon.Initialize(game); } base.Initialize(game); }
public void Update(TGCGame tgcGame) { timer -= 0.5f; if (enemies > 0 && timer == 0) { tgcGame.AddEnemy(Position); enemies -= 1; timer = 300; } }
public Floor(TGCGame game) : base(game) { Effect = Game.Content.Load <Effect>(ContentFolderEffects + "PlatformShader"); Texture = Game.Content.Load <Texture2D>(ContentFolderTextures + "Platform"); Cube = Game.Content.Load <Model>(ContentFolder3D + "geometries/cube"); foreach (ModelMesh mesh in Cube.Meshes) { foreach (var part in mesh.MeshParts) { part.Effect = Effect; } } }
public override void Initialize(TGCGame game) { is_initialized = true; Scale = Matrix.CreateScale(-0.05f); float distInFrontOfCam = 0f; float upOrDownOffset = 5f; float leftOrRightOffset = 15f; Matrix cameraWorld = Matrix.Invert(MapRepo.CurrentMap.Camera.View); cameraWorld.Translation += (cameraWorld.Forward * distInFrontOfCam) + (cameraWorld.Up * upOrDownOffset) + (cameraWorld.Right * leftOrRightOffset); World = Scale * cameraWorld; base.Initialize(game); }
public Player(TGCGame game, Camera camera, float yPosition = 0, Matrix?scaling = null) { this.Camera = camera; NewPosition = Camera.Position + new Vector3(0, yPosition, 0); UpVertex = NewPosition + HitboxSize; BottomVertex = NewPosition - HitboxSize; // Remover Weapons = new List <Weapon>(); Weapon machineGun = new MachineGun(); Weapon handgun = new Handgun(); Weapon rpg7 = new Rpg7(); Weapon shotgun = new Shotgun(); Weapons.Add(handgun); Weapons.Add(machineGun); Weapons.Add(shotgun); Weapons.Add(rpg7); CurrentWeapon = Weapons[0]; }
static public Map Level1(TGCGame game, GraphicsDevice graphicsDevice) { var builder = new MazeBuilder(10, 10, new Vector3(250, 100, 250)); var wallsEffect = new BasicEffect(graphicsDevice); wallsEffect.TextureEnabled = true; wallsEffect.Texture = ContentManager.Instance.LoadTexture2D("Wall/Wall2"); var floorEffect = new BasicEffect(graphicsDevice); floorEffect.TextureEnabled = true; floorEffect.Texture = ContentManager.Instance.LoadTexture2D("Checked-Floor/Checked-Floor"); var ceilingEffect = new BasicEffect(graphicsDevice); ceilingEffect.TextureEnabled = true; ceilingEffect.Texture = ContentManager.Instance.LoadTexture2D("ceiling/Ceiling"); var ceilingTexture = (ceilingEffect, (1f, 1f)); var floorTexture = (floorEffect, (1f, 1f)); var wallTexture = (wallsEffect, (1f, 1f)); var leftFront = new Dictionary <WallId, (BasicEffect, (float, float))> { { WallId.Ceiling, ceilingTexture }, { WallId.Floor, floorTexture }, { WallId.Front, wallTexture }, { WallId.Left, wallTexture }
public override void Initialize(TGCGame game) { HitboxSize = new Vector3(25, 25, 25); CurrentPosition = SpawnPoint; LastPosition = CurrentPosition; current_scale = 10f; // current_scale = 220f; is_initialized = true; Scale = Matrix.CreateScale(current_scale); float distInFrontOfCam = 0f; float upOrDownOffset = 5f; float leftOrRightOffset = 15f; Matrix cameraWorld = Matrix.Invert(MapRepo.CurrentMap.Camera.View); cameraWorld.Translation += (cameraWorld.Forward * distInFrontOfCam) + (cameraWorld.Up * upOrDownOffset) + (cameraWorld.Right * leftOrRightOffset); cameraWorld = Matrix.CreateTranslation(SpawnPoint) * Matrix.CreateTranslation(0, -20, 0); Position = cameraWorld; World = Scale * cameraWorld; base.Initialize(game); }
public override void Initialize(TGCGame game) { _game = game; base.Initialize(game); Player.Initialize(game); foreach (var room in Rooms) { room.Initialize(game); } Array.ForEach(Enemies, (enemy) => { enemy.Initialize(game); if (enemy.PositionSet()) { return; } this.SetPositionOfEnemy(enemy); }); UI.Initialize(game); }
public override void Initialize(TGCGame game) { World = Matrix.CreateScale(0.1f); base.Initialize(game); }
public override void Initialize(TGCGame game) { default_rotation = RotationMatrix; World = Matrix.CreateScale(0.1f); base.Initialize(game); }