Exemplo n.º 1
0
 public AddCommand( ref World world )
 {
     this.Output = "Invalid parameters.\n" + HelpMessage;
     this.world = world;
     Parameters = new Parameter[] {
         new Parameter("x", "int", "<x> must be a valid non-negative integer. e.g. 24."),
         new Parameter("y", "int", "<y> must be a valid non-negative integer. e.g. 89."),
         new Parameter("z", "int", "<z> must be a valid non-negative integer. e.g. 190."),
         new Parameter("size x", "int", ""),
         new Parameter("size y", "int", ""),
         new Parameter("size z", "int", ""),
         new Parameter("r", "color", ""),
         new Parameter("g", "color", ""),
         new Parameter("b", "color", ""),
     };
 }
Exemplo n.º 2
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            Window = base.Window;
            Window.Title = "Sandvox";

            // Setup frame buffer.
            graphics.SynchronizeWithVerticalRetrace = false;
            graphics.PreferredBackBufferWidth = graphics.GraphicsDevice.Viewport.Width;
            graphics.PreferredBackBufferHeight = graphics.GraphicsDevice.Viewport.Height;
            graphics.PreferMultiSampling = true;
            graphics.GraphicsDevice.PresentationParameters.MultiSampleCount = 4;
            graphics.ApplyChanges();

            Mouse.SetPosition(graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2);
            originalMouseState = Mouse.GetState();
            // Initialize light settings.
            light.Type = Light.LightType.DirectionalLight;
            light.Direction = new Vector3(2, 3, 0);
            light.Radius = Math.Max(35, 25);
            light.Position = new Vector3(6.0f, 1.0f, 1.0f);
            light.Ambient = new Color(0.3f, 0.3f, 0.3f);
            light.Diffuse = new Color(0.9f, 0.9f, 0.9f);
            light.Specular = Color.White;
            light.SpotInnerConeRadians = MathHelper.ToRadians(30.0f);
            light.SpotOuterConeRadians = MathHelper.ToRadians(100.0f);

            light2.Type = Light.LightType.DirectionalLight;
            light2.Direction = new Vector3(6, 1, 5);
            light2.Radius = Math.Max(25, 50);
            light2.Ambient = new Color(0.7f, 0.7f, 0.7f);
            light2.Diffuse = new Color(0.8f, 0.8f, 0.8f);
            light2.Specular = Color.White;
            light2.Position = new Vector3(0, 0, 0);
            light2.SpotInnerConeRadians = MathHelper.ToRadians(30.0f);
            light2.SpotOuterConeRadians = MathHelper.ToRadians(100.0f);

            // Initialize material settings for the floor.
            material.Ambient = new Color(new Vector4(0.6f, 0.6f, 0.6f, 1.0f));
            material.Diffuse = new Color(new Vector4(0.7f, 0.7f, 0.7f, 1.0f));
            material.Emissive = Color.Black;
            material.Specular = Color.White;
            material.Shininess = 0.0f;

            // Parallax mapping height scale and bias values.
            scaleBias = new Vector2(0.04f, -0.03f);
            //player = new Player();
            reddit = new System.Drawing.Bitmap(@"C:\gamephotos\awesomeface.jpg");
            InitCamera();

            world = new World(this, 10);
            this.Components.Add(world);

            color = Color.OrangeRed;

            interp = new SandvoxInterpreter(this, Content.Load<SpriteFont>("ConsoleFont"));
            interp.AddGlobal("game", this);

            brush = new InstanceBrush("brush.txt");
            //Face.InitializeFaces();
            base.Initialize();
        }