protected override void LoadContent() { heightmap = Content.Load <Texture2D>("3dMap"); LightManager = new LightingManager(this, heightmap); spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load <SpriteFont>("font"); centerAxis = new cls3dAxis(this); map = new LandScape(this, heightmap); spawn = new Vector3[4]; spawn[0] = new Vector3(15, 0, 15); spawn[1] = new Vector3(map.size.X - 15, 0, 15); spawn[2] = new Vector3(15, 0, map.size.Y - 15); spawn[3] = new Vector3(map.size.X - 15, 0, map.size.Y - 15); colliders = new List <ICollider>(); //Collider list projectileManager = new ProjectileManager(this); weather = new WeatherManager(this); //Weather Manager tank1 = new Tank(this, Content.Load <Model>("tank/tank"), spawn[0], TankControlsKeyboard1, 1, Content.Load <Model>("TankShell/TankShell"), false, pad2, 0f); tank2 = new Tank(this, Content.Load <Model>("tank/tank"), spawn[3], TankControlsKeyboard2, 2, Content.Load <Model>("TankShell/TankShell"), debug, pad1, 180f); cameraManager = new CameraManager(this); //ammoPickUp = new AmmoPickup(this); }
public Skybox(Game1 game, Vector2 size) { this.game = game; this.map = game.map; skyTexture = game.Content.Load <Texture2D>("SkyBox/Sky1"); WallTexture = game.Content.Load <Texture2D>("SkyBox/Sky16"); this.size.X = size.X; this.size.Y = size.Y; height = 100; roofheight = height - height / 4; effect = new BasicEffect(game.GraphicsDevice); effect.LightingEnabled = true; effect.TextureEnabled = true; #region Lighting //LIGHTING effect.DirectionalLight0.Enabled = true; effect.DiffuseColor = game.LightManager.diffuseColor; //kd effect.SpecularColor = game.LightManager.specularColor; //Specular Light //ks effect.SpecularPower = game.LightManager.specularPower; //Power of Specular Light //s effect.AmbientLightColor = game.LightManager.ambientLightColor; //Ia effect.DirectionalLight0.DiffuseColor = game.LightManager.directionalLightDiffuseColor; //Directional Light's Color //Id effect.DirectionalLight0.Direction = game.LightManager.directionalLightDirectionSky; //Directional light's Direction effect.DirectionalLight0.SpecularColor = game.LightManager.directionalLightSpecularColor; //Is #endregion radius = size.X * 2; roofRadius = radius * 2; effect.Texture = WallTexture; CreateWalls(); effect.Texture = skyTexture; createRoof(); }