public void Draw(SpriteBatch spritebatch, Camera camera, Texture2D smokecloud) { float scale = camera.Scale(smokecloud,particlesize); //Coursepress //color fades to 0 spritebatch.Draw(smokecloud, camera.Converttovisualcoords(currentpos, smokecloud), null, color, rotation, randomdirection, scale, SpriteEffects.None, 0); }
public Tank1(Model model, GraphicsDevice device, Camera camera) : base(model) { mousePick = new MousePicking(device, camera); //载入模型 turretBone = model.Bones["turret_geo"]; canonBone = model.Bones["canon_geo"]; lbackwheelBone = model.Bones["l_back_wheel_geo"]; rbackwheelBone = model.Bones["r_back_wheel_geo"]; lfrontwheelBone = model.Bones["l_front_wheel_geo"]; rfrontwheelBone = model.Bones["r_front_wheel_geo"]; lsteergeoBone = model.Bones["l_steer_geo"]; rsteergeoBone = model.Bones["r_steer_geo"]; hatchgeo = model.Bones["hatch_geo"]; //赋值给每个部件的变换 leftBackWheelTransform = lbackwheelBone.Transform; rightBackWheelTransform = rbackwheelBone.Transform; leftFrontWheelTransform = lfrontwheelBone.Transform; rightFrontWheelTransform = rfrontwheelBone.Transform; leftSteerTransform = lsteergeoBone.Transform; rightSteerTransform = rsteergeoBone.Transform; turretTransform = turretBone.Transform; hatchTransform = hatchgeo.Transform; canonTransform = canonBone.Transform; }
public override void Draw(GraphicsDevice device, Camera camera) { translation = Matrix.CreateTranslation(-38,-190, -80); world = Matrix.CreateScale(2f); base.Draw(device, camera); }
public ModelManager(Game game, Camera camera, HeightMapInfo heightMapInfo) : base(game) { this.game = game; this.camera = camera; heightmapCollision = new HeightmapCollision(heightMapInfo); }
public Shockwave(Texture2D _shockwavetexture, SpriteBatch _spritebatch, Camera _camera, Vector2 _startpos) { camera = _camera; spritebatch = _spritebatch; shockwavetexture = _shockwavetexture; currentPos = _startpos; }
public override void Draw(GraphicsDevice device, Camera camera) { SamplerState ss = new SamplerState(); ss.AddressU = TextureAddressMode.Wrap; ss.AddressV = TextureAddressMode.Wrap; device.SamplerStates[0] = ss; base.Draw(device, camera); }
public void Draw(SpriteBatch spritebatch, Camera camera,Texture2D smokecloud) { spritebatch.Begin(); foreach (Smokeparticle smoke in particles) { smoke.Draw(spritebatch, camera, smokecloud); } spritebatch.End(); }
public SplitterSystem(Texture2D spark,SpriteBatch _spritebatch,Camera _camera,float _scale,Vector2 _startlocation) { spritebatch = _spritebatch; camera = _camera; scale = _scale; startpos = _startlocation; while(particles.Count <maxparticles) { particles.Add(new SplitterParticle(spark, rand, spritebatch, camera, scale, startpos, lifetime)); } }
public Explosion(Texture2D _explosiontexture,SpriteBatch _spritebatch,Camera _camera,float _scale,Vector2 _startpos) { camera = _camera; spritebatch = _spritebatch; explosion = _explosiontexture; currentPos = _startpos; scale = _scale; timeElapsed = 0; explosionwidth = _explosiontexture.Width / numframesX; explosionheight = _explosiontexture.Height / numframesY; }
public Smokesystem(Texture2D _smokeTexture, SpriteBatch _spritebatch,Camera _camera,Vector2 _startlocation) { smoketexture = _smokeTexture; spritebatch = _spritebatch; camera = _camera; startlocation = _startlocation; if (particles.Count < numberofsmokes) { particles.Add(new Smokeparticle(smoketexture, rand, lifetimeofsmoke,startlocation)); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { //draw = new Draw(this, graphics); //draw.SetupScreen(1440, 900); camera = new Camera(new Vector3(5f, 5f, 5f), 0, GraphicsDevice.Viewport.AspectRatio, 0.05f, 100f); effect = new BasicEffect(GraphicsDevice); maze = new Maze(GraphicsDevice); //Call base base.Initialize(); }
public void Draw(Camera camera, BasicEffect effect) { effect.VertexColorEnabled = true; effect.World = Matrix.Identity; effect.View = camera.View; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(floorBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, floorBuffer.VertexCount / 3); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Setup.graphicsDevice = GraphicsDevice; Setup.contentManager = Content; Setup.spriteBatch = spriteBatch; camera = new Camera(GraphicsDevice.Viewport); //camera.Parallax = new Vector2(1.0f, 1.0f); base.Initialize(); }
public SplitterParticle(Texture2D _spark, Random _rand, SpriteBatch _spritebatch, Camera _camera, float _scale, Vector2 _startpos, float _lifetime) { spark = _spark; rand = _rand; spritebatch = _spritebatch; camera = _camera; scale = _scale; startpos = _startpos; lifetime = _lifetime; randomdirection = new Vector2((float)rand.NextDouble() - 0.5f, (float)rand.NextDouble() - 0.7f); //normalize to get it spherical vector with length 1.0 randomdirection.Normalize(); randomdirection = randomdirection * ((float)rand.NextDouble() * maxspeed); velocity = randomdirection * scale; }
public Applicationview(ContentManager _content,Camera _camera,SpriteBatch _spritebatch) { content = _content; camera = _camera; spritebatch = _spritebatch; splittertexture = content.Load<Texture2D>("spark"); smoketexture = content.Load<Texture2D>("smoke"); explosiontexture = content.Load<Texture2D>("explosion"); shockwavetexture = content.Load<Texture2D>("Shockwave"); splittersystem = new SplitterSystem(splittertexture, spritebatch, camera, scale, startpos); smokesystem = new Smokesystem(smoketexture, spritebatch, camera, startpos); explosion = new Explosion(explosiontexture, spritebatch, camera, scale, startpos); shockwave = new Shockwave(shockwavetexture, spritebatch, camera, startpos); }
public virtual void Draw(GraphicsDevice device,Camera camera) { Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); foreach(ModelMesh mesh in model.Meshes) { foreach(BasicEffect effect in mesh.Effects) { effect.World =transforms [mesh.ParentBone.Index]*GetWorld(); effect.View = camera.view; effect.Projection = camera.projection; effect.TextureEnabled = true; } mesh.Draw(); } }
public override void Draw(GraphicsDevice device, Camera camera) { device.SamplerStates[0] = SamplerState.LinearClamp; Matrix[] skyboxTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(skyboxTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect currenteffect in mesh.Effects) { currenteffect.World = mesh.ParentBone.Transform * GetWorld() * Matrix.CreateTranslation(camera.cameraPosition); currenteffect.View = camera.view; currenteffect.Projection = camera.projection; currenteffect.TextureEnabled = true; } mesh.Draw(); } }
public virtual void Draw(GraphicsDevice device, Camera camera) { Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = mesh.ParentBone.Transform * rotation * world * movement * translation; // * scaling matrix effect.View = camera.view; effect.Projection = camera.projection; effect.TextureEnabled = true; } mesh.Draw(); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { playerPosition = new Vector3(0f, 3f, 5f); targetPosition = new Vector3(0f, 3f, 0f); // TODO: Add your initialization logic here IsMouseVisible = true; camera = new Camera(this, playerPosition, targetPosition, Vector3.Up); // cube = new Sphere(this, camera); Components.Add(camera); // Components.Add(cube); modelManager = new ModelManager(this, camera); Components.Add(modelManager); base.Initialize(); }
public PursuitEnemy(Model model, Vector3 position,GraphicsDevice device, Camera camera,Tank tank) : base(model, device, camera) { tankBox = new BoundingBox(MIN, MAX); CurrentPosition = position; pickPosition = CurrentPosition; translation = Matrix.CreateTranslation(Map.MapToWorld(new Point(10, 10))); velocity = Vector3.Zero; new Tank(model, device, camera); steer = new Steering(100f, 100f); map = new Map(); pathfinder = new Pathfinder(map); isMoving = false; initialAngle = MathHelper.PiOver2; moveorder = 0; mousepick = new MousePicking(device, camera); targetTank = tank; }
public Tank(Model model, GraphicsDevice device, Camera camera) : base(model) { this.tankcamera = camera; mousePick = new MousePicking(device, camera); currentCameraDirection = tankcamera.cameraDirection; //载入模型 turretBone = model.Bones["turret_geo"]; canonBone = model.Bones["canon_geo"]; lbackwheelBone = model.Bones["l_back_wheel_geo"]; rbackwheelBone = model.Bones["r_back_wheel_geo"]; lfrontwheelBone = model.Bones["l_front_wheel_geo"]; rfrontwheelBone = model.Bones["r_front_wheel_geo"]; lsteergeoBone = model.Bones["l_steer_geo"]; rsteergeoBone = model.Bones["r_steer_geo"]; hatchgeo = model.Bones["hatch_geo"]; //赋值给每个部件的变换 leftBackWheelTransform = lbackwheelBone.Transform; rightBackWheelTransform = rbackwheelBone.Transform; leftFrontWheelTransform = lfrontwheelBone.Transform; rightFrontWheelTransform = rfrontwheelBone.Transform; leftSteerTransform = lsteergeoBone.Transform; rightSteerTransform = rsteergeoBone.Transform; turretTransform = turretBone.Transform; hatchTransform = hatchgeo.Transform; canonTransform = canonBone.Transform; //rotation = Matrix.CreateRotationY(MathHelper.Pi); initialAngle = MathHelper.PiOver2; //tankBox = new BoundingBox(MIN, MAX); //CurrentPosition = Vector3.Zero; }
public Ground(Model model, Camera camera) : base(model, camera) { }
public override void Draw(GraphicsDevice device, Camera camera) { device.SamplerStates[0] = SamplerState.LinearWrap; base.Draw(device, camera); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here camera = new Camera(this, new Vector3(0, 0, 5), Vector3.Zero, new Vector3(0, 1, 0)); Components.Add(camera); base.Initialize(); }
public override void Draw(GraphicsDevice device, Camera camera) { base.Draw(device, camera); }
public override void Draw(GraphicsDevice device, Camera camera) { world = Matrix.CreateTranslation(0, -2.25f, 0); base.Draw(device, camera); }
public MousePicking(GraphicsDevice graphicDevice, Camera camera) { this.graphicDevice = graphicDevice; this.camera = camera; }
public override void Draw(GraphicsDevice device, Camera camera) { //rbackwheelBone.Transform = Matrix.CreateRotationX(MathHelper.PiOver4 / 4) * rbackwheelBone.Transform; Matrix wheelRotation = Matrix.CreateRotationX(wheelRotationValue); //Matrix steerRotation = Matrix.CreateRotationY(steerRotationValue); Matrix turretRotation = Matrix.CreateRotationY(turretRotationValue); Matrix canonRotation = Matrix.CreateRotationX(canonRotationValue); Matrix hatchRotation = Matrix.CreateRotationX(hatchRotationValue); lbackwheelBone.Transform = wheelRotation * leftBackWheelTransform; rbackwheelBone.Transform = wheelRotation * rightBackWheelTransform; lfrontwheelBone.Transform = wheelRotation * leftFrontWheelTransform; rfrontwheelBone.Transform = wheelRotation * rightFrontWheelTransform; //leftSteerTransform = steerRotation * leftSteerTransform; //rightSteerTransform = steerRotation * rightSteerTransform; hatchgeo.Transform = hatchRotation * hatchTransform; turretBone.Transform = turretRotation * turretTransform; canonBone.Transform = canonRotation * canonTransform; base.Draw(device, camera); }
public ModelManager(Game game, Camera camera) : base(game) { this.game = game; this.camera = camera; }
public Bowl(Model model, Camera camera) : base(model, camera) { }