/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ModelLib.LoadContent(Content, "Models"); TexLib.LoadContent(Content, "Models\\Textures"); soundPlayer.InitSoundLibrary(Content); //view = new View(this.Window.ClientBounds.Width, this.Window.ClientBounds.Height); view = new MazeObjects.Maze(); //view.Add(new GameObjects.GameObject3D(ModelLib.Get("Ball"), TexLib.Get("EyeTex"))); // TODO: use this.Content to load your game content here effect = Content.Load <Effect>("Shaders\\PerPixelLighting"); // cache the effect parameters cameraPositionParameter = effect.Parameters["cameraPosition"]; specularPowerParameter = effect.Parameters["specularPower"]; specularIntensityParameter = effect.Parameters["specularIntensity"]; cameraPositionParameter = effect.Parameters["cameraPosition"]; // // set up some basic effect parameters that do not change during the // course of execution // // set the light colors effect.Parameters["ambientLightColor"].SetValue(new Vector4(255, 255, 255, 0)); effect.Parameters["diffuseLightColor"].SetValue(Color.Red.ToVector4()); effect.Parameters["specularLightColor"].SetValue(Color.White.ToVector4()); // Set the light position to a fixed location. // This will place the light source behind, to the right, and above the // initial camera position. effect.Parameters["lightPosition"].SetValue( new Vector3(0f, 1f, 0f)); effect.Parameters["lightRotation"].SetValue(view.Camera.rotationMatrix); effect.Parameters["FullStrengthDistance"].SetValue(0.5f); effect.Parameters["MaxDistance"].SetValue(1); colChecker = new CollisionChecker(view.GameObject3DList); colChecker.CreateBoxes(); stepCounter = 0; soundPlayer.LoopMusic("BG1"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ModelLib.LoadContent(Content, "Models"); TexLib.LoadContent(Content, "Models\\Textures"); soundPlayer.InitSoundLibrary(Content); //view = new View(this.Window.ClientBounds.Width, this.Window.ClientBounds.Height); view = new MazeObjects.Maze(); //view.Add(new GameObjects.GameObject3D(ModelLib.Get("Ball"), TexLib.Get("EyeTex"))); // TODO: use this.Content to load your game content here effect = Content.Load<Effect>("Shaders\\PerPixelLighting"); // cache the effect parameters cameraPositionParameter = effect.Parameters["cameraPosition"]; specularPowerParameter = effect.Parameters["specularPower"]; specularIntensityParameter = effect.Parameters["specularIntensity"]; cameraPositionParameter = effect.Parameters["cameraPosition"]; // // set up some basic effect parameters that do not change during the // course of execution // // set the light colors effect.Parameters["ambientLightColor"].SetValue(new Vector4(255, 255, 255, 0)); effect.Parameters["diffuseLightColor"].SetValue(Color.Red.ToVector4()); effect.Parameters["specularLightColor"].SetValue(Color.White.ToVector4()); // Set the light position to a fixed location. // This will place the light source behind, to the right, and above the // initial camera position. effect.Parameters["lightPosition"].SetValue( new Vector3(0f, 1f, 0f)); effect.Parameters["lightRotation"].SetValue(view.Camera.rotationMatrix); effect.Parameters["FullStrengthDistance"].SetValue(0.5f); effect.Parameters["MaxDistance"].SetValue(1); colChecker = new CollisionChecker(view.GameObject3DList); colChecker.CreateBoxes(); stepCounter = 0; soundPlayer.LoopMusic("BG1"); }