public void AddTexture(float left, float right, float bottom, float top, Color color, Texture texture, float left_texture, float right_texture, float bottom_texture, float top_texture) { PolygonTextured pt = new PolygonTextured(); pt.Tex = texture; pt.AddVertex(new Vector2(left, top)); pt.AddTex(new Vector2(left_texture, top_texture)); pt.AddVertex(new Vector2(right, top)); pt.AddTex(new Vector2(left_texture, bottom_texture)); pt.AddVertex(new Vector2(right, bottom)); pt.AddTex(new Vector2(right_texture, bottom_texture)); pt.AddVertex(new Vector2(left, bottom)); pt.AddTex(new Vector2(right_texture, top_texture)); pt.Color = color; world.Add(pt); }
private void AddTriangle(Vector2 location, float width, float height, string texture) { Texture t = TextureLoader.FromFile(device, texture); PolygonTextured p = new PolygonTextured(); p.Tex = t; p.AddVertex(new Vector2(location.X - width / 2, location.Y + height / 2)); p.AddTex(new Vector2(0, 1)); p.AddVertex(new Vector2(location.X + width / 2, location.Y + height / 2)); p.AddTex(new Vector2(1, 1)); p.AddVertex(new Vector2(location.X, location.Y - height / 2)); p.AddTex(new Vector2(.5f, 0)); world.Add(p); }
public void AddTexture(float left, float right, float bottom, float top, Color color, Texture texture, float left_texture, float right_texture, float bottom_texture, float top_texture) { PolygonTextured pool = new PolygonTextured(); pool.Tex = texture; pool.AddVertex(new Vector2(left, bottom)); pool.AddTex(new Vector2(left_texture, top_texture)); pool.AddVertex(new Vector2(left, top)); pool.AddTex(new Vector2(left_texture, bottom_texture)); pool.AddVertex(new Vector2(right, top)); pool.AddTex(new Vector2(right_texture, bottom_texture)); pool.AddVertex(new Vector2(right, bottom)); pool.AddTex(new Vector2(right_texture, top_texture)); pool.Color = color; pool.Transparent = true; world.Add(pool); }
public void addTexturedPolygon(float left, float right, float bottom, float top, float outer, Texture texture) { PolygonTextured pt = new PolygonTextured(); pt.Tex = texture; pt.AddVertex(new Vector2(left, top)); //A pt.AddTex(new Vector2(0, 1)); pt.AddVertex(new Vector2(right, top)); //B pt.AddTex(new Vector2(0.5f, 0)); pt.AddVertex(new Vector2(right, bottom)); //C pt.AddTex(new Vector2(1, 0.5f)); pt.AddVertex(new Vector2((left + right) / 2.0f, outer)); //D pt.AddTex(new Vector2(1, 1)); pt.AddVertex(new Vector2(left, bottom)); pt.AddTex(new Vector2(0, 0.5f)); pt.Color = Color.Transparent; world.Add(pt); }
public void ReadFileAndTexture(string fileName, PolygonTextured pt, float shiftX, float shiftY) { try { using (StreamReader sr = new StreamReader(fileName)) { int counter = 0; string line; while ((line = sr.ReadLine()) != null) { if (counter % 2 == 0) { // Read the vertex line String v_line = line; string[] v_arry = v_line.Split(','); pt.AddVertex(new Vector2(float.Parse(v_arry[0]) + shiftX, float.Parse(v_arry[1]) + shiftY)); } else { // Read the texture line String t_line = line; string[] t_arry = t_line.Split(','); pt.AddTex(new Vector2(float.Parse(t_arry[0]), float.Parse(t_arry[1]))); } counter++; } } } catch (Exception e) { Console.WriteLine("The file could not be read:"); Console.WriteLine(e.Message); } }
public Game() { InitializeComponent(); if (!InitializeDirect3D()) { return; } // To create a triangle /* vertices = new VertexBuffer(typeof(CustomVertex.PositionColored), // Type of vertex * 3, // How many * device, // What device * 0, // No special usage * CustomVertex.PositionColored.Format, * Pool.Managed);*/ // To create a rectangle vertices = new VertexBuffer(typeof(CustomVertex.PositionColored), // Type of vertex 4, // How many device, // What device 0, // No special usage CustomVertex.PositionColored.Format, Pool.Managed); verticeshex = new VertexBuffer(typeof(CustomVertex.PositionColored), // Type of vertex 6, // How many device, // What device 0, // No special usage CustomVertex.PositionColored.Format, Pool.Managed); background = new Background(device, playingW, playingH); //font = new Microsoft.DirectX.Direct3D.Font(device, new System.Drawing.Font(System.Drawing.FontFamily.GenericSansSerif, 20f)); sound = new GameSounds(this); // Add a polygon /* floor.AddVertex(new Vector2(0, 1)); * floor.AddVertex(new Vector2(playingW, 1)); * floor.AddVertex(new Vector2(playingW, 0.9f)); * floor.AddVertex(new Vector2(0, 0.9f)); * floor.Color = Color.CornflowerBlue;*/ // Add multiple polygons to form the world Polygon floor = new Polygon(); floor.AddVertex(new Vector2(0, 1)); floor.AddVertex(new Vector2(playingW, 1)); floor.AddVertex(new Vector2(playingW, 0.9f)); floor.AddVertex(new Vector2(0, 0.9f)); floor.Color = Color.CornflowerBlue; world.Add(floor); for (int i = 0; i < 10; i++) { Texture coin_texture = TextureLoader.FromFile(device, "../../coin.png"); PolygonTextured hexagon = new PolygonTextured(); hexagon.Transparent = true; hexagon.Tex = coin_texture; float x = (float)random.Next(2, 10); float y = (float)random.Next(1, 6); hexagon.AddVertex(new Vector2(x + 0.5f / 6, y)); hexagon.AddTex(new Vector2(0.75f, 1f)); hexagon.AddVertex(new Vector2(x, y + 1.732f / 12)); hexagon.AddTex(new Vector2(1f, 0.5f)); hexagon.AddVertex(new Vector2(x + 0.5f / 6, y + 1.732f / 6)); hexagon.AddTex(new Vector2(0.75f, 0f)); hexagon.AddVertex(new Vector2(x + 1.5f / 6, y + 1.732f / 6)); hexagon.AddTex(new Vector2(0.25f, 0f)); hexagon.AddVertex(new Vector2(x + 2f / 6, y + 1.732f / 12)); hexagon.AddTex(new Vector2(0f, 0.5f)); hexagon.AddVertex(new Vector2(x + 1.5f / 6, y)); hexagon.AddTex(new Vector2(0.25f, 1f)); hexagon.Color = Color.Transparent; coins.Add(hexagon); } Texture flag_texture = TextureLoader.FromFile(device, "../../../textures/flag.png"); flag.AddVertex(new Vector2(9.7f, 2)); flag.AddVertex(new Vector2(10.7f, 2)); flag.AddVertex(new Vector2(10.7f, 1)); flag.Tex = flag_texture; flag.AddTex(new Vector2(0, 0)); flag.AddTex(new Vector2(1, 0)); flag.AddTex(new Vector2(1, 1)); //world.Add(flag); //basketball Texture basketballtexture = TextureLoader.FromFile(device, "../../basketball.png"); basketball.Transparent = true; basketball.P = new Vector2(2, 2); //basketball.V = new Vector2(0.1f,-0.1f); basketball.Tex = basketballtexture; basketball.AddVertex(new Vector2(-0.5f / 3, 1.732f / 6)); basketball.AddTex(new Vector2(0, 1)); basketball.AddVertex(new Vector2(0.5f / 3, 1.732f / 6)); basketball.AddTex(new Vector2(0, 0)); basketball.AddVertex(new Vector2(0.5f / 3, 0)); basketball.AddTex(new Vector2(1, 0)); basketball.AddVertex(new Vector2(-0.5f / 3, 0)); basketball.AddTex(new Vector2(1, 1)); basketball.Color = Color.Transparent; //powerup.Add(basketball); //Vector2 v_b = basketball.V; //v_b.Y = -0.5f; //basketball.V = v_b; AddObstacle(2, 3, 1.7f, 1.9f, Color.Crimson); AddObstacle(4, 4.2f, 1, 2.1f, Color.Coral); AddObstacle(5, 6, 2.2f, 2.4f, Color.BurlyWood); AddObstacle(5.5f, 6.5f, 3.2f, 3.4f, Color.PeachPuff); AddObstacle(6.5f, 7.5f, 2.5f, 2.7f, Color.Chocolate); AddObstacle(8.5f, 9.5f, 1.0f, 1.2f, Color.AliceBlue); Platform platform = new Platform(); platform.AddVertex(new Vector2(3.2f, 2)); platform.AddVertex(new Vector2(3.9f, 2)); platform.AddVertex(new Vector2(3.9f, 1.8f)); platform.AddVertex(new Vector2(3.2f, 1.8f)); platform.Color = Color.Black; world.Add(platform); Texture texture = TextureLoader.FromFile(device, "../../stone08.bmp"); //PolygonTextured pt = new PolygonTextured(); pt.Tex = texture; pt.AddVertex(new Vector2(1.2f, 3.5f)); pt.AddTex(new Vector2(0, 1)); pt.AddVertex(new Vector2(1.9f, 3.5f)); pt.AddTex(new Vector2(0, 0)); pt.AddVertex(new Vector2(1.9f, 3.3f)); pt.AddTex(new Vector2(1, 0)); pt.AddVertex(new Vector2(1.2f, 3.3f)); pt.AddTex(new Vector2(1, 1)); pt.Color = Color.Transparent; world.Add(pt); //Texture spritetexture = TextureLoader.FromFile(device, "../../guy8.bmp"); spritetexture = TextureLoader.FromFile(device, "../../../textures/small_mario.png"); spritepowertexture = TextureLoader.FromFile(device, "../../../textures/big_mario.png"); player.Transparent = true; player.P = new Vector2(0.5f, 1); player.Tex = spritetexture; player.AddVertex(new Vector2(-0.2f, 0)); player.AddTex(new Vector2(0, 1)); player.AddVertex(new Vector2(-0.2f, 1)); player.AddTex(new Vector2(0, 0)); player.AddVertex(new Vector2(0.2f, 1)); player.AddTex(new Vector2(0.125f, 0)); player.AddVertex(new Vector2(0.2f, 0)); player.AddTex(new Vector2(0.125f, 1)); player.Color = Color.Transparent; /* * Texture wolverineTex = TextureLoader.FromFile(device, "../../../textures/wolverine.bmp"); * wolverine = new Wolverine(2, 2); * wolverine.Tex = wolverineTex; */ Texture wolvSprite = TextureLoader.FromFile(device, "../../../textures/wolverine.png"); for (int i = 0; i < 1; i++) { //wolverine = new Wolverine((float)random.Next(3, 5) + (float)random.NextDouble(), .5f); wolverine = new Wolverine(3, .5f); //wolverine.Transparent = true; //wolverine.P = new Vector2(0.5f, 1); wolverine.Tex = wolvSprite; wolverines.Add(wolverine); } /* * wolverine.AddVertex(new Vector2(-0.2f, 0)); * wolverine.AddTex(new Vector2(0, 1)); * wolverine.AddVertex(new Vector2(-0.2f, 1)); * wolverine.AddTex(new Vector2(0, 0)); * wolverine.AddVertex(new Vector2(0.2f, 1)); * wolverine.AddTex(new Vector2(0.125f, 0)); * wolverine.AddVertex(new Vector2(0.2f, 0)); * wolverine.AddTex(new Vector2(0.125f, 1)); * wolverine.Color = Color.Transparent; */ /* * Texture swordtexture = TextureLoader.FromFile(device, "../../sword_alpha.png"); * sword_sprite.Transparent = true; * //sword_sprite.P = new Vector2(2,2); * sword_sprite.Tex = swordtexture; * sword_sprite.AddVertex(new Vector2(1, 0)); * sword_sprite.AddTex(new Vector2(0,1)); * sword_sprite.AddVertex(new Vector2(2, 0.5f)); * sword_sprite.AddTex(new Vector2(1,0.5f)); * sword_sprite.AddVertex(new Vector2(1, 1)); * sword_sprite.AddTex(new Vector2(0,0)); * sword_sprite.Color = Color.Transparent; */ // Determine the last time stopwatch.Start(); lastTime = stopwatch.ElapsedMilliseconds; }
public Game() { InitializeComponent(); if (!InitializeDirect3D()) { return; } score = new Score(); score.start(); end = false; vertices = new VertexBuffer(typeof(CustomVertex.PositionColored), // Type of vertex 4, // How many device, // What device 0, // No special usage CustomVertex.PositionColored.Format, Pool.Managed); background = new Background(device, playingW, playingH); // Determine the last time stopwatch.Start(); lastTime = stopwatch.ElapsedMilliseconds; Polygon floor = new Polygon(); floor.AddVertex(new Vector2(0, .1f)); floor.AddVertex(new Vector2(playingW, .1f)); floor.AddVertex(new Vector2(playingW, 0)); floor.AddVertex(new Vector2(0, 0)); floor.Color = Color.CornflowerBlue; world.Add(floor); AddObstacle(2, 3, 1.7f, 1.9f, Color.Crimson); AddObstacle(4, 4.2f, 1, 2.1f, Color.Coral); AddObstacle(5, 6, 2.2f, 2.4f, Color.BurlyWood); AddObstacle(5.5f, 6.5f, 3.2f, 3.4f, Color.PeachPuff); AddObstacle(6.5f, 7.5f, 2.5f, 2.7f, Color.Chocolate); Texture texture = TextureLoader.FromFile(device, "../../stone08.bmp"); PolygonTextured pt = new PolygonTextured(); pt.Tex = texture; pt.AddVertex(new Vector2(1.2f, 3.5f)); pt.AddTex(new Vector2(0, 1)); pt.AddVertex(new Vector2(1.9f, 3.5f)); pt.AddTex(new Vector2(0, 0)); pt.AddVertex(new Vector2(1.9f, 3.3f)); pt.AddTex(new Vector2(1, 0)); pt.AddVertex(new Vector2(1.2f, 3.3f)); pt.AddTex(new Vector2(1, 1)); pt.Color = Color.Transparent; world.Add(pt); Texture spritetexture = TextureLoader.FromFile(device, "../../sprite_guy.png"); player.Tex = spritetexture; player.AddVertex(new Vector2(-0.2f, 0)); player.AddTex(new Vector2(0, .8f)); player.AddVertex(new Vector2(-0.2f, 1)); player.AddTex(new Vector2(0, 0)); player.AddVertex(new Vector2(0.2f, 1)); player.AddTex(new Vector2(0.125f, 0)); player.AddVertex(new Vector2(0.2f, 0)); player.AddTex(new Vector2(0.125f, .8f)); player.Color = Color.Transparent; player.Transparent = true; player.P = new Vector2(0.5f, .1f); Texture skytexture = TextureLoader.FromFile(device, "../../night-sky.png"); sky.Tex = skytexture; sky.AddVertex(new Vector2(0, 0)); sky.AddTex(new Vector2(0, 1)); sky.AddVertex(new Vector2(0, playingH)); sky.AddTex(new Vector2(0, 0)); sky.AddVertex(new Vector2((float)Width / (float)Height * playingH, playingH)); sky.AddTex(new Vector2(1, 0)); sky.AddVertex(new Vector2((float)Width / (float)Height * playingH, 0)); sky.AddTex(new Vector2(1, 1)); AddTriangle(new Vector2(1.5f, 1.1f), 1.5f, .2f, "../../crazy.png"); AddTriangle(new Vector2(3f, 2.3f), 1, .6f, "../../irontop.png"); AddTriangle(new Vector2(4f, 2.5f), .8f, .5f, "../../bluething.jpg"); AddTriangle(new Vector2(5f, 3f), .2f, .4f, "../../stone08.bmp"); AddTriangle(new Vector2(6f, 2f), 1.2f, .35f, "../../planet.png"); AddTriangle(new Vector2(7f, 4f), 1.11f, 1, "../../irontop.png"); }
public Game() { InitializeComponent(); if (!InitializeDirect3D()) { return; } sounds = new GameSound(this); sounds.Victory(); font = new Microsoft.DirectX.Direct3D.Font(device, // Device we are drawing on 20, // Font height in pixels 0, // Font width in pixels or zero to match height FontWeight.Bold, // Font weight (Normal, Bold, etc.) 0, // mip levels (0 for default) false, // italics? CharacterSet.Default, // Character set to use Precision.Default, // The font precision, try some of them... FontQuality.Default, // Quality? PitchAndFamily.FamilyDoNotCare, // Pitch and family, we don't care "Arial"); // And the name of the font // To create a rectangle vertices = new VertexBuffer(typeof(CustomVertex.PositionColored), // Type of vertex 4, // How many device, // What device 0, // No special usage CustomVertex.PositionColored.Format, Pool.Managed); background = new Background(device, playingW, playingH); //draw floor ///////////////////////////////////////////////////////////// Texture floor = TextureLoader.FromFile(device, "../../../floor.jpg"); AddTexture(0, playingW / 3, 0, 1, Color.Transparent, floor, 0, 1, 0, 1); Texture poolTexture = TextureLoader.FromFile(device, "../../../pool.png"); AddBadPoly(playingW / 3, playingW / 3 * (1 + 0.5f), 0, 0.7f, Color.Transparent, poolTexture, 0, 1, 0, 1); AddTexture(playingW / 3 * (1 + 0.5f), playingW, 0, 1, Color.Transparent, floor, 0, 1, 0, 1); //create a platform AddPlatform(3.2f, 3.9f, 1.8f, 2, Color.CornflowerBlue); //create a platform AddPlatform2(playingW / 3, playingW / 3 + 0.7f, 0.8f, 1, Color.Black); AddCoins(); Texture c1 = TextureLoader.FromFile(device, "../../../candy1.png"); Texture c2 = TextureLoader.FromFile(device, "../../../candy2.png"); AddBadPoly(13.1f, 13.9f, 3.2f, 3.4f, Color.Transparent, c1, 0.3f, 1, 0.55f, 0.85f); AddBadPoly(7.1f, 8.1f, 2.2f, 2.8f, Color.Transparent, c2, 0.2f, 1, 0.05f, 0.45f); AddBadPoly(26, 27, 1.5f, 2.1f, Color.Transparent, c2, 0.2f, 1, 0.05f, 0.45f); AddObstacle(27.1f, 27.7f, 3.0f, 3.2f, Color.BlanchedAlmond); ///////////////////////////////////////////////////////////////////////////////////////////////////// ////Game AddObstacle(4, 4.2f, 1, 2.1f, Color.Coral); AddObstacle(5, 6, 1.4f, 1.6f, Color.BurlyWood); AddObstacle(5.5f, 6.5f, 3.2f, 3.4f, Color.PeachPuff); AddObstacle(8.5f, 9.5f, 2.5f, 2.7f, Color.Brown); AddObstacle(10.5f, 11.5f, 1.5f, 1.7f, Color.AliceBlue); ///add AddObstacle(11.5f, 12.5f, 2.2f, 2.4f, Color.PeachPuff); // AddObstacle(13.5f, 15f, 3.2f, 3.4f, Color.BlanchedAlmond); AddObstacle(14.5f, 15.5f, 2f, 2.2f, Color.Aqua); AddObstacle(22.5f, 24f, 3.0f, 3.2f, Color.Crimson);//red AddObstacle(29.1f, 29.9f, 2.5f, 2.8f, Color.Chocolate); Platform platform = new Platform(); platform.AddVertex(new Vector2(3.2f, 2)); platform.AddVertex(new Vector2(3.9f, 2)); platform.AddVertex(new Vector2(3.9f, 1.8f)); platform.AddVertex(new Vector2(3.2f, 1.8f)); platform.Color = Color.Black; world.Add(platform); ///OBJECT1 Texture weird_texture = TextureLoader.FromFile(device, "../../../green.jpg"); Weird wd = new Weird(); wd.Tex = weird_texture; //triangle offset=0 wd.AddVertex(new Vector2(1.5f, 1.1f)); wd.AddVertex(new Vector2(1f, 1.5f)); wd.AddVertex(new Vector2(2f, 1.5f)); world.Add(wd); ///OBJECT2 Texture texture = TextureLoader.FromFile(device, "../../../stone08.bmp"); PolygonTextured pt = new PolygonTextured(); pt.Tex = texture; pt.AddVertex(new Vector2(17.5f, 1f)); pt.AddTex(new Vector2(0, 0)); pt.AddVertex(new Vector2(17f, 1.5f)); pt.AddTex(new Vector2(0, 1)); pt.AddVertex(new Vector2(19f, 1.5f)); pt.AddTex(new Vector2(1, 1)); pt.AddVertex(new Vector2(18.5f, 1f)); pt.AddTex(new Vector2(1, 0)); pt.Color = Color.Transparent; world.Add(pt); ///OBJECT3 Texture texture3 = TextureLoader.FromFile(device, "../../../brown.jpg"); PolygonTextured pt3 = new PolygonTextured(); pt3.Tex = texture3; pt3.AddVertex(new Vector2(20, 2.7f)); //A pt3.AddTex(new Vector2(0, 1)); pt3.AddVertex(new Vector2(21, 2.7f)); //B pt3.AddTex(new Vector2(0.5f, 0)); pt3.AddVertex(new Vector2(21, 2.5f)); //C pt3.AddTex(new Vector2(1, 0.5f)); pt3.AddVertex(new Vector2((20 + 21) / 2.0f, 2)); //D pt3.AddTex(new Vector2(1, 1)); pt3.AddVertex(new Vector2(20, 2.5f)); pt3.AddTex(new Vector2(0, 0.5f)); world.Add(pt3); ///Object4 Texture texture4 = TextureLoader.FromFile(device, "../../../green.jpg"); PolygonTextured pt4 = new PolygonTextured(); pt4.Tex = texture4; pt4.AddVertex(new Vector2(5.375f, 1f)); pt4.AddTex(new Vector2(1, 0.5f)); pt4.AddVertex(new Vector2(5f, 1.2f)); pt4.AddTex(new Vector2(0, 0)); pt4.AddVertex(new Vector2(5.5f, 1.4f)); pt4.AddTex(new Vector2(0, 0.5f)); pt4.AddVertex(new Vector2(5.5f, 1.2f)); pt4.AddTex(new Vector2(0.5f, 0)); pt4.AddVertex(new Vector2(6f, 1.2f)); pt4.AddTex(new Vector2(0.5f, 0.5f)); pt4.AddVertex(new Vector2(5.625f, 1f)); pt4.AddTex(new Vector2(0.5f, 1)); world.Add(pt4); Texture spritetexture = TextureLoader.FromFile(device, "../../../guy8.bmp"); player.Transparent = true; player.P = new Vector2(0.5f, 1); player.Tex = spritetexture; player.AddVertex(new Vector2(-0.2f, 0)); player.AddTex(new Vector2(0, 1)); player.AddVertex(new Vector2(-0.2f, 1)); player.AddTex(new Vector2(0, 0)); player.AddVertex(new Vector2(0.2f, 1)); player.AddTex(new Vector2(0.125f, 0)); player.AddVertex(new Vector2(0.2f, 0)); player.AddTex(new Vector2(0.125f, 1)); player.Color = Color.Transparent; // Determine the last time stopwatch.Start(); lastTime = stopwatch.ElapsedMilliseconds; }
public Game() { InitializeComponent(); if (!InitializeDirect3D()) return; vertices = new VertexBuffer(typeof(CustomVertex.PositionColored), // Type of vertex 4, // How many device, // What device 0, // No special usage CustomVertex.PositionColored.Format, Pool.Managed); background = new Background(device, playingW, playingH); score = new Score(device); lives = new Lives(device); lives.lives_number = 3; game_over = new GameOver(device); //create the font font = new Microsoft.DirectX.Direct3D.Font(device, // Device we are drawing on 20, // Font height in pixels 0, // Font width in pixels or zero to match height FontWeight.Bold, // Font weight (Normal, Bold, etc.) 0, // mip levels (0 for default) false, // italics? CharacterSet.Default, // Character set to use Precision.Default, // The font precision, try some of them... FontQuality.Default, // Quality? PitchAndFamily.FamilyDoNotCare, // Pitch and family, we don't care "Arial"); // And the name of the font // Determine the last time stopwatch.Start(); lastTime = stopwatch.ElapsedMilliseconds; Polygon floor = new Polygon(); floor.AddVertex(new Vector2(0, 1)); floor.AddVertex(new Vector2(playingW, 1)); floor.AddVertex(new Vector2(playingW, 0.9f)); floor.AddVertex(new Vector2(0, 0.9f)); floor.Color = Color.CornflowerBlue; world.Add(floor); AddObstacle(2, 3, 1.7f, 1.9f, Color.Crimson); AddObstacle(4, 4.2f, 1, 2.1f, Color.Coral); AddObstacle(5, 6, 2.2f, 2.4f, Color.BurlyWood); AddObstacle(5.5f, 6.5f, 3.2f, 3.4f, Color.PeachPuff); AddObstacle(6.5f, 7.5f, 2.5f, 2.7f, Color.Chocolate); Platform platform = new Platform(); platform.AddVertex(new Vector2(3.2f, 2)); platform.AddVertex(new Vector2(3.9f, 2)); platform.AddVertex(new Vector2(3.9f, 1.8f)); platform.AddVertex(new Vector2(3.2f, 1.8f)); platform.Color = Color.CornflowerBlue; world.Add(platform); Texture texture = TextureLoader.FromFile(device, "../../stone08.bmp"); PolygonTextured pt = new PolygonTextured(); pt.Tex = texture; pt.AddVertex(new Vector2(1.2f, 3.5f)); pt.AddTex(new Vector2(0, 1)); pt.AddVertex(new Vector2(1.9f, 3.5f)); pt.AddTex(new Vector2(0, 0)); pt.AddVertex(new Vector2(1.9f, 3.3f)); pt.AddTex(new Vector2(1, 0)); pt.AddVertex(new Vector2(1.2f, 3.3f)); pt.AddTex(new Vector2(1, 1)); pt.Color = Color.Transparent; world.Add(pt); Texture spritetexture = TextureLoader.FromFile(device, "../../guy8.bmp"); player.P = new Vector2(0.5f, 1); player.Tex = spritetexture; player.Transparent = true; player.AddVertex(new Vector2(-0.2f, 0)); player.AddTex(new Vector2(0, 1)); player.AddVertex(new Vector2(-0.2f, 1)); player.AddTex(new Vector2(0, 0)); player.AddVertex(new Vector2(0.2f, 1)); player.AddTex(new Vector2(0.125f, 0)); player.AddVertex(new Vector2(0.2f, 0)); player.AddTex(new Vector2(0.125f, 1)); player.Color = Color.Transparent; stood = true; }