Exemplo n.º 1
0
        public Rectangle(Renderer renderer, Vector2I screenSize, Vector2I position, Vector2I size, Vector4 color, float depth = 0.0f)
        {
            _shader = renderer.ColorShader;
            Position = position;
            ScreenSize = screenSize;
            Size = size;
            _color = color;
            _changed = true;
            Depth = depth;

            int vertexCount = 4;
            _indexCount = 6;

            _vertices = new VertexDefinition.PositionColor[vertexCount];
            UInt32[] indices = { 0, 1, 2, 0, 3, 1 };

            _vertexBuffer = Buffer.Create(renderer.DirectX.Device, _vertices,
                new BufferDescription
                {
                    Usage = ResourceUsage.Dynamic,
                    SizeInBytes = Utilities.SizeOf<VertexDefinition.PositionColor>() * vertexCount,
                    BindFlags = BindFlags.VertexBuffer,
                    CpuAccessFlags = CpuAccessFlags.Write,
                    OptionFlags = ResourceOptionFlags.None,
                    StructureByteStride = 0
                });

            _indexBuffer = Buffer.Create(renderer.DirectX.Device, BindFlags.IndexBuffer, indices);
        }
Exemplo n.º 2
0
        public static Airplane Create(World world, Game game, Renderer renderer, bool isPlayer = false, Airplane playerPlane = null)
        {
            if(random == null)
                random = new Random();

            State state;
            if (isPlayer)
                state = new State(510, 200);
            else
                state = new State(200 + random.Next(-1000,2000), random.Next(-1500,1500), 500 + random.Next(0, 1000), 200+ random.Next(0,100), random.Next(-15,15));
            Airplane plane = new Airplane(world, state, game, renderer, isPlayer, playerPlane, "F-14", "Plane " + i++);
            plane.PhysicalModel.Tanks.Add(new Tank(100, 500));
            plane.PhysicalModel.Tanks.Add(new Tank(100, 500));
            plane.PhysicalModel.Thrusters.Add(new Thruster());
            plane.CurrentState.Position = new Vector3D(plane.CurrentState.Position.X - 2500,
                plane.CurrentState.Position.Y, plane.CurrentState.Position.Z);
            return plane;
        }
Exemplo n.º 3
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 public Game()
 {
     _gameComponents = new List<GameComponent>();
     _timer = new Timer();
     _renderer = new Renderer();
     Input = new Input(this, _renderer.Form.Handle);
     Register(Input);
     _world = new World(this, _renderer);
     Register(_world);
     _playerPlane = AirplaneFactory.Create(_world, this, _renderer, true);
     Register(_playerPlane);
     for (int i = 0; i < 5; i++)
         Register(AirplaneFactory.Create(_world, this, _renderer, false, _playerPlane));
     Camera camera = new Camera(this, _playerPlane);
     Register(camera);
     _renderer.Camera = camera;
     Register(new MonitoringHeader(this, _renderer));
     Register(new FlightRecorder(this, _timer, _playerPlane));
 }
Exemplo n.º 4
0
 public AirplaneOverlay(Game game, Renderer renderer, Airplane airplane, Airplane playerAirplane)
     : base(game, renderer, airplane.UpdateOrder+1, false, true)
 {
     _airplane = airplane;
     _playerAirplane = playerAirplane;
     _shader = Renderer.FontShader;
     _overlay = new Bitmap(Renderer.DirectX.Device, Renderer.TextureManager.Create("Circle.png").TextureResource, Renderer.ScreenSize, new Vector2I(100, 100))
     {
         Position = new Vector2I(0,0),
         Size = new Vector2I(40, 40)
     };
     _color = new Vector4(0.2f, 0, 0, 0.4f);
     _distanceText = Renderer.TextManager.Create("Courrier", 14, 8, _color);
     _distanceText.Position = new Vector2I(0,0);
     _nameText = Renderer.TextManager.Create("Courrier", 14, 20, _color);
     _nameText.Position = new Vector2I(0,0);
     _nameText.Content = airplane.Name;
     _modelNameText = Renderer.TextManager.Create("Courrier", 14, 20, _color);
     _modelNameText.Position = new Vector2I(0, 0);
     _modelNameText.Content = airplane.ModelName;
 }
Exemplo n.º 5
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 public World(Game game, Renderer renderer)
     : base(game, renderer, 0)
 {
     _terrain = new Terrain(renderer.DirectX.Device, "Heightmap.png", 100, Renderer);
 }