Exemplo n.º 1
0
        public Game() : base(1280, 800, GraphicsMode.Default, "Y U PONG?!")
        {
            mousex = mousey = -1;

            VSync          = VSyncMode.On;
            camera         = new Camera();
            camera.From    = new Vector3(0, 0, -16);
            UseDebugCamera = false;

            GL.Enable(EnableCap.Texture2D);
            GL.ShadeModel(ShadingModel.Smooth);
            GL.ClearDepth(1.0f);
            GL.DepthFunc(DepthFunction.Lequal);
            GL.ColorMaterial(MaterialFace.FrontAndBack, ColorMaterialParameter.AmbientAndDiffuse);
            GL.Enable(EnableCap.ColorMaterial);

            GL.Enable(EnableCap.DepthTest);
            GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);


            Appearance.init();

            y_already_pressed = false;

            gamestate = new GameStateMainMenu();
            //gamestate = new GameStateMatch(new CharacterNini(), new CharacterOOM(), true, false, GameStateMatch.MatchType.FREEPLAY);
        }
Exemplo n.º 2
0
        public GameStateMatch(Character char1, Character char2, bool human1, bool human2, MatchType type)
        {
            matchtype = type;
            won_p1    = won_p2 = 0;

            pause = true;

            GL.Enable(EnableCap.Texture2D);
            GL.ShadeModel(ShadingModel.Smooth);
            GL.ClearDepth(1.0f);

            GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);

            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            GL.ColorMaterial(MaterialFace.FrontAndBack, ColorMaterialParameter.AmbientAndDiffuse);
            GL.Enable(EnableCap.ColorMaterial);
            GL.Enable(EnableCap.Blend);

//            GL.DepthFunc(DepthFunction.Lequal);
            GL.Enable(EnableCap.DepthTest);
//            human2 = true;


            Appearance.init();

            lvl = new Level();

            pads    = new Pad[2];
            pads[0] = new Pad(lvl, 0, Appearance.PongGenericAppearance);
            pads[1] = new Pad(lvl, 1, Appearance.PongGenericAppearance);

            balls          = new Ball[1];
            balls[0]       = new Ball();
            balls[0].Speed = Vector3.UnitX * 7;

            if (human1)
            {
                player1 = new Player(this, char1, pads[0], InputHuman.input1, char1.DefaultAppearance);
            }
            else
            {
                player1 = new Player(this, char1, pads[0], new InputAI(), char1.DefaultAppearance);
            }

            if (human2)
            {
                player2 = new Player(this, char2, pads[1], InputHuman.input2, char2.DefaultAppearance);
            }
            else
            {
                player2 = new Player(this, char2, pads[1], new InputAI(), char2.DefaultAppearance);
            }


            theEvents    = new GameEventList();
            theFieldlist = new FieldList();

            const float hbarsize = 0.85f;

            player1.Healthbar = new Healthbar(new Vector3(lvl.SizeX / 2 - hbarsize / 2 * lvl.SizeX / 2, lvl.SizeY / 2 * 1.2f, 0), false, new Vector3(lvl.SizeX / 2 * hbarsize, 0.4f, 1));
            player2.Healthbar = new Healthbar(new Vector3(-lvl.SizeX / 2 + hbarsize / 2 * lvl.SizeX / 2, lvl.SizeY / 2 * 1.2f, 0), true, new Vector3(lvl.SizeX / 2 * hbarsize, 0.4f, 1));



            GL.Enable(EnableCap.Lighting);      // Let there Be Light

            float R0 = pads[0].theAppearance.Color.R;
            float G0 = pads[0].theAppearance.Color.G;
            float B0 = pads[0].theAppearance.Color.B;

            float R1 = pads[1].theAppearance.Color.R;
            float G1 = pads[1].theAppearance.Color.G;
            float B1 = pads[1].theAppearance.Color.B;

            const float light_height = 12.5f;

            light5_ambient  = new Color4(0.6f, 0.6f, 0.6f, 1);
            light5_diffuse  = new Color4(0.6f, 0.6f, 0.6f, 1);
            light5_specular = new Color4(1.0f, 1.0f, 1.0f, 1);
            light5_pos      = new Vector4(lvl.SizeX / 4, 0, light_height, 1);
            light5_dir      = new Vector4(0, 0, -1, 0);

            light6_ambient  = new Color4(0.6f, 0.6f, 0.6f, 1);
            light6_diffuse  = new Color4(0.6f, 0.6f, 0.6f, 1);
            light6_specular = new Color4(1.0f, 1.0f, 1.0f, 1);

            light6_pos = new Vector4(-lvl.SizeX / 4, 0, light_height, 1);
            light6_dir = new Vector4(0, 0, -1, 0);

            SetAmbientLight();
            GL.Enable(EnableCap.Light5);
            GL.Enable(EnableCap.Light6);

            ResetRound();

            pause = false;
        }