public void Load() { _camera = new Camera(); _camera.PositionSpeed = 5; _camera.Move(_camera.Up, 400); _camera.Move(_camera.Backward, 1500); _camera.Move(_camera.Backward, 300); _terrain = StaticModelManager.GetModel("Terrain"); _terrain.Scale = new Vector(500, 20, 500); //_terrain.RotationAmmounts = new Vector(0, 0, 0); _terrain.Position = new Vector(0, 0, 0); _sprites = new Sprite(TextureManager.Get("Menu")); _sprites.Scale.X = 50; _sprites.Scale.Y = 50; _sprites2 = new Sprite(TextureManager.Get("Menu")); _sprites2.Scale.X = 50; _sprites2.Scale.Y = 50; _sprites3 = new Sprite(TextureManager.Get("Menu")); _sprites3.Scale.X = 50; _sprites3.Scale.Y = 50; _isReady = true; }
public void Load() { // Creates a camera and sets the initial positions _camera = new Camera(); _camera.PositionSpeed = 5; _camera.Move(_camera.Up, 400); _camera.Move(_camera.Backward, 1500); _camera.Move(_camera.Backward, 300); // Gets a copy of the "Terrain" model and tracks the number of hardware instances of each component _terrain = StaticModelManager.GetModel("Terrain"); _terrain.Scale = new Vector(500, 20, 500); _terrain.Orientation = new Quaternion(0, 0, 0, 0); _terrain.Position = new Vector(0, 0, 0); // Gets a copy of the "RedRanger" model and tracks the number of hardware instances of each component _redRanger = StaticModelManager.GetModel("RedRanger"); _redRanger.Orientation = new Quaternion(0, 1, 0, 0); //_redRanger.RotationAngle = 180f; _redRanger.Scale = new Vector(5, 5, 5); _redRanger.Position = new Vector(_terrain.Position.X + 200, _terrain.Position.Y + 130, _terrain.Position.Z); // Gets a copy of the "YellowRanger" model and tracks the number of hardware instances of each component _yellowRanger = StaticModelManager.GetModel("YellowRanger"); _yellowRanger.Orientation = new Quaternion(0, 1, 1, 0); _yellowRanger.Scale = new Vector(10, 10, 10); _yellowRanger.Position = new Vector(_terrain.Position.X + 100, _terrain.Position.Y + 130, _terrain.Position.Z); // Gets a copy of the "BlackRanger" model and tracks the number of hardware instances of each component _blackRanger = StaticModelManager.GetModel("BlackRanger"); _blackRanger.Orientation = new Quaternion(1, 1, 0, 0); _blackRanger.Scale = new Vector(10, 10, 10); _blackRanger.Position = new Vector(_terrain.Position.X + 0, _terrain.Position.Y + 130, _terrain.Position.Z); // Gets a copy of the "BlueRanger" model and tracks the number of hardware instances of each component _blueRanger = StaticModelManager.GetModel("BlueRanger"); _blueRanger.Orientation = new Quaternion(0, 1, 2, 0); _blueRanger.Scale = new Vector(10, 10, 10); _blueRanger.Position = new Vector(_terrain.Position.X - 200, _terrain.Position.Y + 130, _terrain.Position.Z); // Gets a copy of the "PinkRanger" model and tracks the number of hardware instances of each component _pinkRanger = StaticModelManager.GetModel("PinkRanger"); _pinkRanger.Orientation = new Quaternion(0, 1, 0, 0); _pinkRanger.Scale = new Vector(10, 10, 10); _pinkRanger.Position = new Vector(_terrain.Position.X - 100, _terrain.Position.Y + 130, _terrain.Position.Z); // Gets a copy of the "RedRangerSeven" model and tracks the number of hardware instances of each component _RedRangerTwo = StaticModelManager.GetModel("RedRangerSeven"); _RedRangerTwo.Orientation = new Quaternion(0, 1, 0, 0); _RedRangerTwo.Scale = new Vector(20, 20, 20); _RedRangerTwo.Position = new Vector(_terrain.Position.X - 500, _terrain.Position.Y + 130, _terrain.Position.Z + 700); _isReady = true; }
public PowerRangerDNA() { _camera = new Camera(); _camera.PositionSpeed = 5; _camera.Move(_camera.Up, 400); _camera.Move(_camera.Backward, 1500); _camera.Move(_camera.Backward, 300); _skybox = new SkyBox(); _skybox.Scale.X = 10000; _skybox.Scale.Y = 10000; _skybox.Scale.Z = 10000; _skybox.Left = TextureManager.Get("SkyboxLeft"); _skybox.Right = TextureManager.Get("SkyboxRight"); _skybox.Front = TextureManager.Get("SkyboxFront"); _skybox.Back = TextureManager.Get("SkyboxBack"); _skybox.Top = TextureManager.Get("SkyboxTop"); _terrain = StaticModelManager.GetModel("Terrain"); _terrain.Scale = new Vector(500, 20, 500); _terrain.RotationAmmounts = new Vector(0, 0, 0); _terrain.Position = new Vector(0, 0, 0); string[] colors = new string[] { "YellowRanger", "RedRanger", "BlueRanger", "BlackRanger", "PinkRanger" }; Random random = new Random(); _rangers = new StaticModel[300]; for (int i = 0; i < _rangers.Length; i++) { _rangers[i] = StaticModelManager.GetModel(colors[random.Next(0, 5)]); _rangers[i].Position.X = i * 10 - 500; _rangers[i].Position.Y = _terrain.Position.Y + 130; _rangers[i].Position.Z = i * 10 - 530; _rangers[i].Scale = new Vector(5, 5, 5); _rangers[i].RotationAmmounts = new Vector(0, 1, 0); _rangers[i].RotationAngle = i * 2; } for (int i = 0; i < _rangers.Length; i+=2) { _rangers[i].Meshes.Remove("Body"); } }
public void Load() { _camera = new Camera(); _camera.PositionSpeed = 5; _camera.Move(_camera.Up, 400); _camera.Move(_camera.Backward, 1500); _camera.Move(_camera.Backward, 300); _skybox = new SkyBox(); _skybox.Scale.X = 10000; _skybox.Scale.Y = 10000; _skybox.Scale.Z = 10000; _skybox.Left = TextureManager.Get("SkyboxLeft"); _skybox.Right = TextureManager.Get("SkyboxRight"); _skybox.Front = TextureManager.Get("SkyboxFront"); _skybox.Back = TextureManager.Get("SkyboxBack"); _skybox.Top = TextureManager.Get("SkyboxTop"); _terrain = StaticModelManager.GetModel("Terrain"); _terrain.Scale = new Vector(500, 20, 500); _terrain.Orientation = new Quaternion(0, 0, 0, 0); _terrain.Position = new Vector(0, 0, 0); _mountain = StaticModelManager.GetModel("Mountain"); _mountain.Scale = new Vector(5000, 5000, 5000); _mountain.Orientation = new Quaternion(0, 0, 0, 0); _mountain.Position = new Vector(4000, 0, 1000); _mountain2 = StaticModelManager.GetModel("Mountain2"); _mountain2.Scale = new Vector(3500, 3500, 3500); _mountain2.Orientation = new Quaternion(0, 0, 0, 0); _mountain2.Position = new Vector(0, 0, 2500); GenerateUnits(); Renderer.Font = TextManager.GetFont("Calibri"); // ONCE YOU ARE DONE LOADING, BE SURE TO SET YOUR READY // PROPERTY TO TRUE SO MY ENGINE DOESN'T SCREAM AT YOU _isReady = true; }
public void Load() { // LOAD THE INITIAL GAME STATE HERE _score = 0; //Camera initial position _camera = new Camera(); _camera.PositionSpeed = 15; _camera.Move(_camera.Up, _maxCamHeight); _camera.Move(_camera.Backward, 2600); //Camera initial orientation Quaternion lookAtCenter = Geometric.FreeLookAt(_camera.Position, new Vector3(0, 0, 0), new Vector3(0, 1, 0)); _camera.Forward = Geometric.Quaternion_Rotate(lookAtCenter, _camera.Forward); _camera.Up = Geometric.Quaternion_Rotate(lookAtCenter, _camera.Up); //Camera -> FIRST THING TO DO IS INITIZIALIZE RENDERER WITH A Camera Renderer.CurrentCamera = _camera; //Setup cursor plane _cursorField = new Plane(0, 1, 0, 0); //Initializing lists _asteroids = new List<Asteroid>(); _num_asteroids_on_screen = 0; _total_spawned_asteroids = 0; _bullets = new List<Bullet>(); //The following loaded values have been chosen to keep limits symmetric and have a reasonable dynamic camera view for the game _spawnpoints = new Vector3[5]; _spawnpoint_angles = new float[5]; _spawnpoint_times = new float[5] { 0, 0, 0, 0, 0 }; _spawnRange = Constants.pi_float / 6; _spawnpoints[0] = new Vector3(4000, 0, 1250); _spawnpoint_angles[0] = 3 * Constants.pi_float / 2 - Constants.pi_float / 6; _spawnpoints[1] = new Vector3(3000, 0, 3500); _spawnpoint_angles[1] = 2 * Constants.pi_float - Constants.pi_float / 4 - Constants.pi_float / 2; _spawnpoints[2] = new Vector3(0, 0, 4500); _spawnpoint_angles[2] = 3 * (Constants.pi_float / 2) - Constants.pi_float / 2; _spawnpoints[3] = new Vector3(-3000, 0, 3500); _spawnpoint_angles[3] = Constants.pi_float + Constants.pi_float / 4 - Constants.pi_float / 2; _spawnpoints[4] = new Vector3(-4000, 0, 1250); _spawnpoint_angles[4] = Constants.pi_float + Constants.pi_float / 6 - Constants.pi_float / 2; //Skybox setup (REMOVED) /* _skybox = new SkyBox(); _skybox.Scale = new Vector3(20000, 20000, 20000); _skybox.Left = TextureManager.Get("SkyboxLeft"); _skybox.Right = TextureManager.Get("SkyboxRight"); _skybox.Front = TextureManager.Get("SkyboxFront"); _skybox.Back = TextureManager.Get("SkyboxBack"); _skybox.Top = TextureManager.Get("SkyboxTop"); _skybox.Bottom = TextureManager.Get("SkyboxBottom"); */ //Models setup _playerCursor = new Static("cursor", "Crosshair_model"); _playerCursor.StaticModel.Scale = new Vector3(200, 200, 200); _cursorAnimationRotation = 0; _planet = new StaticModel[2]; _planet[0] = StaticModelManager.GetModel("Planet_model"); _planet[0].Scale = new Vector3(15000, 1, 15000); _planet[0].Orientation = Geometric.Generate_Quaternion(0, 0, 0, 0); _planet[0].Position = new Vector3(0, -1000, 0); _planet[1] = StaticModelManager.GetModel("Planet_model"); _planet[1].Scale = _planet[0].Scale; _planet[1].Orientation = _planet[0].Orientation; _planet[1].Position = new Vector3(0, -1000, _planet[0].Position.Z + _planet[0].Scale.Z); //Because planet model is a 1x1 square _dreadnaught = new Dreadnaught("player"); _dreadnaught.Position = new Vector3(0, 0, -1400); _dreadnaught.Orientation = Geometric.Generate_Quaternion(0, 0, 0, 0); _dreadnaught.Scale = new Vector3(10, 10, 10); //Setup font Renderer.Font = TextManager.GetFont("Calibri"); // ONCE YOU ARE DONE LOADING, BE SURE TO SET YOUR READY // PROPERTY TO TRUE SO MY ENGINE DOESN'T SCREAM AT YOU _isReady = true; }
public SkyboxState() { // Creates a camera and sets the initial positions _camera = new Camera(); _camera.PositionSpeed = 5; _camera.Move(_camera.Up, 400); _camera.Move(_camera.Backward, 1500); _camera.Move(_camera.Backward, 300); // Gets a copy of the "Terrain" model and tracks the number of hardware instances of each component _terrain = StaticModelManager.GetModel("Terrain"); _terrain.Scale = new Vector(500, 20, 500); _terrain.RotationAmmounts = new Vector(0, 0, 0); _terrain.Position = new Vector(0, 0, 0); // Gets a copy of the "RedRanger" model and tracks the number of hardware instances of each component _redRanger = StaticModelManager.GetModel("RedRanger"); _redRanger.RotationAmmounts = new Vector(0, 1, 0); _redRanger.RotationAngle = 180f; _redRanger.Scale = new Vector(5, 5, 5); _redRanger.Position = new Vector(_terrain.Position.X + 200, _terrain.Position.Y + 130, _terrain.Position.Z); // Gets a copy of the "YellowRanger" model and tracks the number of hardware instances of each component _yellowRanger = StaticModelManager.GetModel("YellowRanger"); _yellowRanger.RotationAmmounts = new Vector(0, 1, 1); _yellowRanger.Scale = new Vector(10, 10, 10); _yellowRanger.Position = new Vector(_terrain.Position.X + 100, _terrain.Position.Y + 130, _terrain.Position.Z); // Gets a copy of the "BlackRanger" model and tracks the number of hardware instances of each component _blackRanger = StaticModelManager.GetModel("BlackRanger"); _blackRanger.RotationAmmounts = new Vector(1, 1, 0); _blackRanger.Scale = new Vector(10, 10, 10); _blackRanger.Position = new Vector(_terrain.Position.X + 0, _terrain.Position.Y + 130, _terrain.Position.Z); // Gets a copy of the "BlueRanger" model and tracks the number of hardware instances of each component _blueRanger = StaticModelManager.GetModel("BlueRanger"); _blueRanger.RotationAmmounts = new Vector(0, 1, 2); _blueRanger.Scale = new Vector(10, 10, 10); _blueRanger.Position = new Vector(_terrain.Position.X - 200, _terrain.Position.Y + 130, _terrain.Position.Z); // Gets a copy of the "PinkRanger" model and tracks the number of hardware instances of each component _pinkRanger = StaticModelManager.GetModel("PinkRanger"); _pinkRanger.RotationAmmounts = new Vector(0, 1, 0); _pinkRanger.Scale = new Vector(10, 10, 10); _pinkRanger.Position = new Vector(_terrain.Position.X - 100, _terrain.Position.Y + 130, _terrain.Position.Z); // Gets a copy of the "RedRangerSeven" model and tracks the number of hardware instances of each component _RedRangerTwo = StaticModelManager.GetModel("RedRangerSeven"); _RedRangerTwo.RotationAmmounts = new Vector(0, 1, 0); _RedRangerTwo.Scale = new Vector(20, 20, 20); _RedRangerTwo.Position = new Vector(_terrain.Position.X - 500, _terrain.Position.Y + 130, _terrain.Position.Z + 700); _skybox = new SkyBox(); _skybox.Scale.X = 10000; _skybox.Scale.Y = 10000; _skybox.Scale.Z = 10000; _skybox.Left = TextureManager.Get("SkyboxLeft"); _skybox.Right = TextureManager.Get("SkyboxRight"); _skybox.Front = TextureManager.Get("SkyboxFront"); _skybox.Back = TextureManager.Get("SkyboxBack"); _skybox.Top = TextureManager.Get("SkyboxTop"); }
public void Load() { _camera = new Camera(); _camera.PositionSpeed = 5; _camera.Move(_camera.Up, 400); _camera.Move(_camera.Backward, 1500); _camera.Move(_camera.Backward, 300); _skybox = new SkyBox(); _skybox.Scale.X = 10000; _skybox.Scale.Y = 10000; _skybox.Scale.Z = 10000; _skybox.Left = TextureManager.Get("SkyboxLeft"); _skybox.Right = TextureManager.Get("SkyboxRight"); _skybox.Front = TextureManager.Get("SkyboxFront"); _skybox.Back = TextureManager.Get("SkyboxBack"); _skybox.Top = TextureManager.Get("SkyboxTop"); _terrain = StaticModelManager.GetModel("Terrain"); _terrain.Scale = new Vector(500, 20, 500); _terrain.Orientation = new Quaternion(0, 0, 0, 0); _terrain.Position = new Vector(0, 0, 0); _mushroomCloud = StaticModelManager.GetModel("MushroomCloud"); _mushroomCloud.Scale = new Vector(500, 20, 500); _mushroomCloud.Orientation = new Quaternion(0, 0, 0, 0); _mushroomCloud.Position.X = 0; _mushroomCloud.Position.Y = _terrain.Position.Y + 30; _mushroomCloud.Position.Z = 0; _time = 0; _bool = false; _mountain = StaticModelManager.GetModel("Mountain"); _mountain.Scale = new Vector(5000, 5000, 5000); _mountain.Orientation = new Quaternion(0, 0, 0, 0); _mountain.Position = new Vector(4000, 0, 1000); _mountain2 = StaticModelManager.GetModel("Mountain2"); _mountain2.Scale = new Vector(3500, 3500, 3500); _mountain2.Orientation = new Quaternion(0, 0, 0, 0); _mountain2.Position = new Vector(0, 0, 2500); string[] colors = new string[] { "YellowRanger", "RedRanger", "BlueRanger", "BlackRanger", "PinkRanger" }; Random random = new Random(); _rangers = new StaticModel[80]; for (int i = 0; i < _rangers.Length; i++) { _rangers[i] = StaticModelManager.GetModel(colors[random.Next(0, 5)]); _rangers[i].Position.X = -100; _rangers[i].Position.Y = _terrain.Position.Y + 10; _rangers[i].Position.Z = -i * 50; _rangers[i].Scale = new Vector(5, 5, 5); _rangers[i].Orientation = new Quaternion(0, 1, 0, 0); _rangers[i].Orientation.W = i * 2; _rangers[i].Id = "Ranger" + i; _octree.Add(_rangers[i]); } _tuxes = new StaticModel[80]; for (int i = 0; i < _tuxes.Length; i++) { _tuxes[i] = StaticModelManager.GetModel("Tux"); _tuxes[i].Position.X = 100; _tuxes[i].Position.Y = _terrain.Position.Y + 10; _tuxes[i].Position.Z = i * 50; _tuxes[i].Scale = new Vector(25, 25, 25); _tuxes[i].Orientation = new Quaternion(0, 1, 0, 0); _tuxes[i].Orientation.W = i * 2; _tuxes[i].Id = "Tux" + i; _octree.Add(_tuxes[i]); } for (int i = 0; i < _rangers.Length; i += 2) { _rangers[i].Meshes.Remove("Body"); //_octree.Remove("Ranger" + i); _tuxes[i].Meshes.Remove("Body"); } Renderer.Font = TextManager.GetFont("Calibri"); // ONCE YOU ARE DONE LOADING, BE SURE TO SET YOUR READY // PROPERTY TO TRUE SO MY ENGINE DOESN'T SCREAM AT YOU _isReady = true; }