/// <summary> /// Constructs a new camera. /// </summary> /// <param name="game">Game that this camera belongs to.</param> /// <param name="position">Initial position of the camera.</param> /// <param name="target">Position of the target</param> /// <param name="speed">Initial movement speed of the camera.</param> public Camera(PlayScreen ps, Vector3 position,Vector3 target, float speed) { Ps = ps; Position = position; Speed = speed; //frustum ProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 4f / 3f, .1f, 10000.0f); WorldMatrix = Matrix.CreateWorld(Vector3.Zero, target - Position, Vector3.Up); ViewMatrix = Matrix.CreateLookAt(Position, target, Vector3.Up); }
/// <summary> /// Creates a new StaticModel. /// </summary> /// <param name="model">Graphical representation to use for the entity.</param> /// <param name="transform">Base transformation to apply to the model before moving to the entity.</param> /// <param name="game">Game to which this component will belong.</param> public StaticModel(Model model, Matrix transform, Game game,PlayScreen ps) : base(game) { this.Enabled = false; this.Visible = false; this.model = model; this.Transform = transform; this.ps = ps; //Collect any bone transformations in the model itself. //The default cube model doesn't have any, but this allows the StaticModel to work with more complicated shapes. boneTransforms = new Matrix[model.Bones.Count]; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); } } }
public Engine() { graphics = new GraphicsDeviceManager(this); balanceBoard = new Wiimote(); graphics.PreferredBackBufferHeight = 720; graphics.PreferredBackBufferWidth = 1000; graphics.ToggleFullScreen(); Content.RootDirectory = "Content"; usingBalanceBoard = false; balanceBoards = new WiimoteCollection(); //old //level = new PlayScreen(this,balanceBoard); level = new PlayScreen(this, balanceBoards); //old //menu = new Menu(this, balanceBoard); menu = new Menu(this, balanceBoards); saveScore = new SaveScore(this); this.Components.Add(menu); this.Components.Add(saveScore); this.Components.Add(level); status = 0; }