public GameLevel(int id, string name, GameWindow gameWindow) { ID = id; Name = name; Shapes2Remove = new Stack <Shape3D>(); CurrentState = Level.State.Loading; IsFinishedWithSuccess = false; GameWindow = gameWindow; TextRender = new TextRender(300, 300, new Vector2(10, 10), FontFamily.Families[125], 9, false); TextRender.Load(GameWindow.Width, GameWindow.Height); }
public MyGameLevel(int id, string name, GameWindow gameWindow, Vector2 targetPosition, MyPlayer player) : base(id, name, gameWindow) { aspectRatio = (float)GameWindow.Width / GameWindow.Height; oldMouseState = OpenTK.Input.Mouse.GetCursorState(); TargetPosition = targetPosition; Camera = new Camera(); Camera.Position = new Vector3(0, -150, 0); Camera.Rotate(new Vector3(Camera.CameraUVW.Row0), MathHelper.PiOver2); Camera.Update(); TextRenderClock = new TextRender(150, 100, new Vector2(GameWindow.Width - 160 - 100, 10), FontFamily.Families[19], 52); TextRenderClock.BackgroundColor = Color.FromArgb(0, 0, 0, 0); TextRenderClock.FontStyle = FontStyle.Bold; TextRenderClock.Load(GameWindow.Width, GameWindow.Height); DateTimeClock = DateTime.Now; PointLight = new PointLight { Position = new Vector3(-30f, 5f, -30f), Color = new Vector3(0.9f, 0.9f, 0.9f), //Intensity = 0.2f Intensity = 1 }; SpotLight = new SpotLight { Position = new Vector3(30f, 6f, -30f), Color = new Vector3(0.9f, 0.9f, 0.8f), //Intensity = 0.2f, Intensity = 1, ConeAngle = 0.5f, ConeDirection = new Vector3(0f, -1f, 0f) }; CubesHaveNormalMap = true; Load(); ballUpdateOldPosition = Shapes3D["sphereEnvCubeMap"].Position; SunLightPosition = new Vector3(68, 200, -18); //SunLightPosition = -ShadowMap.LightView.Position; CurrentState = State.Running; FinishCamera = new Camera(); }