Exemplo n.º 1
0
 public void Unload()
 {
     parentGame.Components.Remove(debugDrawer);
     debugDrawer = null;
 }
Exemplo n.º 2
0
        public DrawingClass(ParentGame parentGame, GameplayScreen levelVariables,
            List<Missile> BulletList, List<Building> BuildingList, List<BuildingPiece> PieceList)
        {
            this.parentGame = parentGame;
            this.LV = levelVariables;
            this.BulletList = BulletList;
            this.BuildingList = BuildingList;
            this.PieceList = PieceList;

            device = parentGame.GraphicsDevice;
            PresentationParameters PP = device.PresentationParameters;
            spriteBatch = parentGame.spriteBatch;

            windowHeight = PP.BackBufferHeight;
            windowWidth = PP.BackBufferWidth;

            objEffect = parentGame.objEffect;
            //shadowMapShader = parentGame.Content.Load<Effect>("Effect\\DrawShadowMap");
            GausBlur = parentGame.Content.Load<Effect>("Effect\\GaussianBlur");
            effectPostDoF = parentGame.Content.Load<Effect>("Effect\\PostProcessDoF");
            depthMapShader = parentGame.Content.Load<Effect>("Effect\\Shader");
            font = parentGame.Content.Load<SpriteFont>("Font\\SpriteFont1");
            Lines = parentGame.Content.Load<Texture2D>("Radar\\lines3");
            Post = parentGame.Content.Load<Texture2D>("Radar\\post_screen");
            PowerBar = parentGame.Content.Load<Texture2D>("Radar\\power_bar");
            PowerCase = parentGame.Content.Load<Texture2D>("Radar\\power_case");
            Bullets = parentGame.Content.Load<Texture2D>("Radar\\bullets");
            Angle = parentGame.Content.Load<Texture2D>("Radar\\angle");
            WinBack = parentGame.Content.Load<Texture2D>("WinLoose\\win_back");
            LooseBack = parentGame.Content.Load<Texture2D>("WinLoose\\loose_back");
            TitlesFont = parentGame.Content.Load<SpriteFont>("Font\\sten36bld");
            TitlesFont2 = parentGame.Content.Load<SpriteFont>("Font\\Titles_font2");
            FireworkSheet = parentGame.Content.Load<Texture2D>("Firework\\firework_sheet");
            Timer = parentGame.Content.Load<Texture2D>("Radar\\timer");

            blurredScene = new Texture2D(device, windowWidth, windowHeight);
            depthTexture = new Texture2D(device, windowWidth, windowHeight);
            sceneTexture = new Texture2D(device, windowWidth, windowHeight);

            InitializeRenderTargets();

            InitializeParticles();

            lightPower = 0.9f;
            ambientPower = 0.2f;

            debugDrawer = new DebugDrawer(parentGame);
            debugDrawer.Enabled = true;
            parentGame.Components.Add(debugDrawer);

            SpecularColor = Color.Purple.ToVector4();
            SpecularIntensity = 1.0f;
            Shinniness        = 500.0f;

            float screenscale =
                (float)device.Viewport.Width / 848f;
            // Create the scale transform for Draw.
            // Do not scale the sprite depth (Z=1).
            SpriteScale = Matrix.CreateScale(screenscale, screenscale, 1);

            ssX = screenscale;

            WLScale.X = (float)device.Viewport.Width / 800f;
            WLScale.Y = (float)device.Viewport.Height / 600f;

            InitializeBones();
            boundFrustum = new BoundingFrustum(viewMatrix * projectionMatrix);
        }