Exemplo n.º 1
0
        public void Initialize(int vNum, Vector3[] points, Vector2[] texCords)
        {
            pointOnEdge = Vector3.Zero;
            center = Vector3.Zero;
            foreach (Vector3 vec in points)
                center += vec;
            center /= vNum;
            int iCount = (vNum - 3) * 3 + 3;
            vertNum = vNum;

            vertices = new VertexPositionNormalTexture[vNum];
            oldLineList = new List<VertexPositionNormalTexture>();
            oldLineindices = new List<short>();
            lineList = new VertexPositionColor[2];
            lineList[0].Color = Color.Orange;
            lineList[1].Color = Color.Orange;
            lineIndices = new List<short>();
            camera = Game1.camera;
            device = Game1.device;
            input = Game1.input;
            worldMatrix = Matrix.Identity;
            state = BoardState.chooseEdge1;

            indices = new short[iCount];
            invertIndices = new short[iCount];
            for (int i = 0; i < vNum; i++)
            {
                vertices[i].Position = points[i];
                vertices[i].TextureCoordinate = texCords[i];
                vertices[i].Normal = Vector3.Up;
            }
            //create the indices. every 2 consecutive points makes an outer edge (x,y,z) -> xy , yz (not xz)
            short j = 0;
            for (short i = 0; i < iCount; i += 3)
            {
                invertIndices[iCount - (i + 1)] =  indices[i] = (short)(j % vNum);
                invertIndices[iCount - (i + 1) - 1] = indices[i + 1] = (short)((j + 1) % vNum);
                invertIndices[iCount - (i + 1) - 2] = indices[i + 2] = (short)(((j != 4 ? j : 5) + 2) % vNum);
                j += 2;
            }
            verOnEdge = new VertexPositionColor[6];
            verOnEdge[0].Color = Color.Purple;
            verOnEdge[1].Color = Color.Purple;
            verOnEdge[2].Color = Color.Purple;
            verOnEdge[3].Color = Color.Purple;
            verOnEdge[4].Color = Color.Purple;
            verOnEdge[5].Color = Color.Purple;
            p = new DividingVert[2];
        }
Exemplo n.º 2
0
 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     device = graphics.GraphicsDevice;
     // Create a new SpriteBatch, which can be used to draw textures.
     spriteBatch = new SpriteBatch(GraphicsDevice);
     SpriteFont font = Content.Load<SpriteFont>(@"font");
     SpriteFont scoreFont = Content.Load<SpriteFont>("scoreFont");
     HoleManager holeManager = new HoleManager(Content.Load<Texture2D>("hole2"), Content.Load<Effect>("effects"));
     AcidManager acidManager = new AcidManager(Content.Load<Texture2D>("acid"), Content.Load<Effect>("effects"));
     PlayerManager playerManager = new PlayerManager(Content.Load<Texture2D>("gum"), Content.Load<Effect>("effects"), Content.Load<Texture2D>("dupGum"), Content.Load<Texture2D>("staticGum"));
     PowerUpManager powerupManager = new PowerUpManager(Content.Load<Texture2D>("inkspot"), Content.Load<Effect>("effects"));
     Board board = new Board(Content.Load<Texture2D>("paper"), Content.Load<Effect>("effects"));
     Table table = new Table(Content.Load<Model>("Table"));
     camera = new Camera(this);
     input = new InputHandler(this);
     ourGame = new GameManager(font, scoreFont, holeManager, acidManager, playerManager, powerupManager, board,table, Content.Load<Texture2D>("startScreen"), Content.Load<Texture2D>("help"), Content.Load<Texture2D>("levelsScreen"));
     ourGame.loadCurrLevel();
 }
Exemplo n.º 3
0
 /// <summary>
 /// Allows the game component to perform any initialization it needs to before starting
 /// to run.  This is where it can query for any required services and load content.
 /// </summary>
 public override void Initialize()
 {
     base.Initialize();
     input = Game1.input;
     InitializeCamera();
 }
Exemplo n.º 4
0
 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     device = graphics.GraphicsDevice;
     // Create a new SpriteBatch, which can be used to draw textures.
     spriteBatch = new SpriteBatch(GraphicsDevice);
     SpriteFont font = Content.Load<SpriteFont>("font");
     SpriteFont scoreFont = Content.Load<SpriteFont>("scoreFont");
     HoleManager holeManager = new HoleManager(Content.Load<Texture2D>("hole2"), Content.Load<Effect>("effects"));
     PlayerManager playerManager = new PlayerManager(Content.Load<Texture2D>("gummy2"), Content.Load<Effect>("effects"));
     PowerUpManager powerupManager = new PowerUpManager(Content.Load<Texture2D>("inkspot"), Content.Load<Effect>("effects"));
     Board board = new Board(Content.Load<Texture2D>("paper"), Content.Load<Effect>("effects"));
     camera = new Camera(this);
     input = new InputHandler(this);
     ourGame = new GameManager(font, scoreFont, holeManager, playerManager, powerupManager,board);
     ourGame.loadCurrLevel();
 }