// Constructor. public MazeController(GameController game, int size) { this.game = game; cellsize = 10; this.walls = new List<GameObject>(); this.ground = new Ground(game, size * cellsize, size * cellsize); Generate(size, size); }
public MainPage() { InitializeComponent(); game = new GameController(this); game.Run(this); mainMenu = new MainMenu(this); gameOver = new GameOver(this); gameWon = new Winner(this); this.Children.Add(mainMenu); }
public Ground(GameController game, int width, int height) { this.game = game; Color color = Color.Black; Vector3 normal = new Vector3(0, 1, 0); vertices = Buffer.Vertex.New(game.GraphicsDevice, new[] { new VertexPositionNormalColor(new Vector3(0,0,0), normal, color), new VertexPositionNormalColor(new Vector3(0,0,height), normal, color), new VertexPositionNormalColor(new Vector3(width,0,height), normal, color), new VertexPositionNormalColor(new Vector3(0,0,0), normal, color), new VertexPositionNormalColor(new Vector3(width, 0, height), normal, color), new VertexPositionNormalColor(new Vector3(width, 0, 0), normal, color) }); effect = game.Content.Load<Effect>("Phong"); inputLayout = VertexInputLayout.FromBuffer(0, vertices); }
public Ghost(GameController game) { this.game = game; color = new Color(new Vector3(124, 0, 0), 0.05f); size = 2; height = 0.5f; seek = 0; delay = 240; Spawn(); speed = .05f; direction = new Vector3(game.player.pos.X - pos.X, 0, game.player.pos.Z - pos.Z); UpdateVertices(); inputLayout = VertexInputLayout.FromBuffer(0, vertices); basicEffect = new BasicEffect(game.GraphicsDevice) { View = game.player.View, Projection = game.player.Projection, World = game.player.World, VertexColorEnabled = true }; }
public Player(GameController game, int numLives) { this.game = game; type = GameObjectType.Player; Yaw = 0; Pitch = 0; yTarget = 1; scaleDown = .001f; collisionError = .2f; deltaError = .05f; prevY = 0f; ghostEncounters = numLives; invincible = false; invincibilityCounter = 0; invincibilityTimer = 120; //camera controller pos = new Vector3(5, 1, 5); currentTarget = new Vector3(30, 1, 30); View = Matrix.LookAtLH(pos, currentTarget, Vector3.UnitY); Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, (float)game.GraphicsDevice.BackBuffer.Width / game.GraphicsDevice.BackBuffer.Height, 0.01f, 1000.0f); World = Matrix.Identity; this.game = game; }
public LightBeam(GameController game, float width, int height) { this.game = game; float xPos = (game.size - 1) * game.mazeController.cellsize; float zPos = (game.size - 1) * game.mazeController.cellsize; float offset = width; float adjust = game.mazeController.cellsize / 3; Color color = new Color(new Vector3(124, 124, 0), 0.01f); Vector3 frontBottomLeft = new Vector3(xPos + adjust, -1.0f, zPos + adjust); Vector3 frontTopLeft = new Vector3(xPos + adjust, height, zPos + adjust); Vector3 frontTopRight = new Vector3(xPos + offset - adjust, height, zPos + adjust); Vector3 frontBottomRight = new Vector3(xPos + offset - adjust, -1.0f, zPos + adjust); Vector3 backBottomLeft = new Vector3(xPos + adjust, -1.0f, zPos + offset - adjust); Vector3 backBottomRight = new Vector3(xPos + offset - adjust, -1.0f, zPos + offset - adjust); Vector3 backTopLeft = new Vector3(xPos + adjust, height, zPos + offset - adjust); Vector3 backTopRight = new Vector3(xPos + offset - adjust, height, zPos + offset - adjust); vertices = Buffer.Vertex.New(game.GraphicsDevice, new[] { new VertexPositionColor(frontBottomLeft, color), // Front new VertexPositionColor(frontTopLeft,color), new VertexPositionColor(frontTopRight, color), new VertexPositionColor(frontBottomLeft, color), new VertexPositionColor(frontTopRight, color), new VertexPositionColor(frontBottomRight, color), new VertexPositionColor(backBottomLeft, color), // BACK new VertexPositionColor(backTopRight, color), new VertexPositionColor(backTopLeft, color), new VertexPositionColor(backBottomLeft, color), new VertexPositionColor(backBottomRight, color), new VertexPositionColor(backTopRight, color), new VertexPositionColor(frontTopLeft, color), // Top new VertexPositionColor(backTopLeft, color), new VertexPositionColor(backTopRight, color), new VertexPositionColor(frontTopLeft, color), new VertexPositionColor(backTopRight, color), new VertexPositionColor(frontTopRight, color), new VertexPositionColor(frontBottomLeft, color), // Bottom new VertexPositionColor(backBottomRight, color), new VertexPositionColor(backBottomLeft, color), new VertexPositionColor(frontBottomLeft, color), new VertexPositionColor(frontBottomRight, color), new VertexPositionColor(backBottomRight, color), new VertexPositionColor(frontBottomLeft, color), // Left new VertexPositionColor(backBottomLeft, color), new VertexPositionColor(backTopLeft, color), new VertexPositionColor(frontBottomLeft, color), new VertexPositionColor(backTopLeft, color), new VertexPositionColor(frontTopLeft, color), new VertexPositionColor(frontBottomRight, color), // Right new VertexPositionColor(backTopRight, color), new VertexPositionColor(backBottomRight, color), new VertexPositionColor(frontBottomRight, color), new VertexPositionColor(frontTopRight, color), new VertexPositionColor(backTopRight, color), }); inputLayout = VertexInputLayout.FromBuffer(0, vertices); basicEffect = new BasicEffect(game.GraphicsDevice) { View = game.player.View, Projection = game.player.Projection, World = game.player.World, VertexColorEnabled = true }; }