Пример #1
0
        protected override void LoadContent()
        {
            SpriteBatch = new SpriteBatch(GraphicsDevice);

            //Create the different managers
            _chargeBar = new ChargeBar(this, SpriteBatch, Graphics, new Vector2((1900 * Window.ClientBounds.Width) / 1980, (1100 * Window.ClientBounds.Height) / 1080));

            _sound = new SoundManager(this);

            _manager = new GameManager(this);
            _manager.AddPlayer(new Player(this, "jojo", "ball_red", new Vector3(0, -20, 0)));
            _manager.LoadGame(1);

            //Create cameras responsible of following the ball
            CameraClassic = new Camera(Vector3.Zero, 0, 0,
                                       BEPUutilities.Matrix.CreatePerspectiveFieldOfViewRH(MathHelper.PiOver4,
                                                                                           Graphics.PreferredBackBufferWidth / (float)Graphics.PreferredBackBufferHeight, .1f, 10000));
            Camera = new ChaseCameraControlScheme(_manager.Space.Entities[0], new Vector3(0, 7, 0), false, 50f, CameraClassic,
                                                  this);

            //Adding event for sound managing
            _manager.MainPlayer.Ball.Form.CollisionInformation.Events.ContactCreated            += Events_ContactCreated;
            _manager.MainPlayer.Ball.Form.CollisionInformation.Events.DetectingInitialCollision += Events_DetectingInitialCollision;
            _manager.MainPlayer.Ball.Form.CollisionInformation.Events.CollisionEnded            += Events_CollisionEnded;

            //Loading font and background for HUD
            FontSystem fontSystem = FontSystemFactory.Create(GraphicsDevice, 2048, 2048);

            fontSystem.AddFont(TitleContainer.OpenStream($"{Content.RootDirectory}/font-file.ttf"));

            _background = Content.Load <Texture2D>("Sprites/background_menu");

            //Setup the HUD
            GuiHelper.Setup(this, fontSystem);

            _hudFont = Content.Load <SpriteFont>("Hud");

            _ui = new IMGUI();
        }
Пример #2
0
        /// <summary>
        /// Constructs the front end and the internal physics representation of the vehicle.
        /// </summary>
        /// <param name="position">Position of the tank.</param>
        /// <param name="owningSpace">Space to add the vehicle to.</param>
        /// <param name="camera">Camera to attach to the vehicle.</param>
        /// <param name="game">Running game.</param>
        /// <param name="drawer">Drawer used to draw the tank.</param>
        /// <param name="wheelModel">Model to use for the 'wheels' of the tank.</param>
        /// <param name="wheelTexture">Texture of the wheels on the tank.</param>
        public TankInput(Vector3 position, Space owningSpace, Camera camera, DemosGame game, ModelDrawer drawer, Model wheelModel, Texture2D wheelTexture)
        {
            var bodies = new List<CompoundShapeEntry>()
            {
                new CompoundShapeEntry(new BoxShape(4f, 1, 8), new Vector3(0, 0, 0), 500),
                new CompoundShapeEntry(new BoxShape(3, .7f, 4f), new Vector3(0, .5f + .35f, .5f), 1)
            };
            var body = new CompoundBody(bodies, 501);
            body.CollisionInformation.LocalPosition = new Vector3(0, .5f, 0);
            body.Position = (position); //At first, just keep it out of the way.
            Vehicle = new Vehicle(body);

            #region RaycastWheelShapes

            //The wheel model used is not aligned initially with how a wheel would normally look, so rotate them.
            MaximumDriveForce = 1800;
            BaseSlidingFriction = 3;

            Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);
            for (int i = 0; i < 6; i++)
            {
                var toAdd = new Wheel(
                    new RaycastWheelShape(.375f, wheelGraphicRotation),
                    new WheelSuspension(2000, 300f, Vector3.Down, 1.3f, new Vector3(-1.9f, 0, -2.9f + i * 1.15f)),
                    new WheelDrivingMotor(10, MaximumDriveForce, MaximumDriveForce),
                    new WheelBrake(7, 7, 1.0f),
                    new WheelSlidingFriction(BaseSlidingFriction, BaseSlidingFriction));
                toAdd.DrivingMotor.GripFrictionBlender = FrictionBlender;
                toAdd.Brake.FrictionBlender = FrictionBlender;
                toAdd.SlidingFriction.FrictionBlender = FrictionBlender;
                Vehicle.AddWheel(toAdd);
                leftTrack.Add(toAdd);
            }
            for (int i = 0; i < 6; i++)
            {
                var toAdd = new Wheel(
                    new RaycastWheelShape(.375f, wheelGraphicRotation),
                    new WheelSuspension(2000, 300f, Vector3.Down, 1.3f, new Vector3(1.9f, 0, -2.9f + i * 1.15f)),
                    new WheelDrivingMotor(10, 2000, 1000),
                    new WheelBrake(7, 7, 1.0f),
                    new WheelSlidingFriction(BaseSlidingFriction, BaseSlidingFriction));
                toAdd.DrivingMotor.GripFrictionBlender = FrictionBlender;
                toAdd.Brake.FrictionBlender = FrictionBlender;
                toAdd.SlidingFriction.FrictionBlender = FrictionBlender;
                Vehicle.AddWheel(toAdd);
                rightTrack.Add(toAdd);
            }

            #endregion

            foreach (Wheel wheel in Vehicle.Wheels)
            {
                //This is a cosmetic setting that makes it looks like the car doesn't have antilock brakes.
                wheel.Shape.FreezeWheelsWhileBraking = true;

                //By default, wheels use as many iterations as the space.  By lowering it,
                //performance can be improved at the cost of a little accuracy.
                wheel.Suspension.SolverSettings.MaximumIterationCount = 1;
                wheel.Brake.SolverSettings.MaximumIterationCount = 1;
                wheel.SlidingFriction.SolverSettings.MaximumIterationCount = 1;
                wheel.DrivingMotor.SolverSettings.MaximumIterationCount = 1;
            }

            Space = owningSpace;

            Space.Add(Vehicle);
            ModelDrawer = drawer;
            DisplayModel model;
            WheelModels = new List<DisplayModel>();
            for (int k = 0; k < Vehicle.Wheels.Count; k++)
            {
                Vehicle.Wheels[k].Shape.Detector.Tag = "noDisplayObject";
                model = new DisplayModel(wheelModel, ModelDrawer);
                ModelDrawer.Add(model);
                WheelModels.Add(model);
                model.Texture = wheelTexture;
            }



            CameraControlScheme = new ChaseCameraControlScheme(Vehicle.Body, new Vector3(0, 0.6f, 0), true, 10, camera, game);

        }
Пример #3
0
        /// <summary>
        /// Constructs the front end and the internal physics representation of the Vehicle.
        /// </summary>
        /// <param name="position">Position of the Vehicle.</param>
        /// <param name="space">Space to add the Vehicle to.</param>
        /// <param name="camera">Camera to attach to the Vehicle.</param>
        /// <param name="game">The running game.</param>
        /// <param name="drawer">Drawer used to draw the Vehicle.</param>
        /// <param name="wheelModel">Model of the wheels.</param>
        /// <param name="wheelTexture">Texture to use for the wheels.</param>
        public VehicleInput(Vector3 position, Space space, Camera camera, DemosGame game, ModelDrawer drawer, Model wheelModel, Texture2D wheelTexture)
        {
            var bodies = new List <CompoundShapeEntry>
            {
                new CompoundShapeEntry(new BoxShape((Fix64)2.5m, (Fix64).75m, (Fix64)4.5m), new Vector3(0, 0, 0), 60),
                new CompoundShapeEntry(new BoxShape((Fix64)2.5m, (Fix64).3m, (Fix64)2f), new Vector3(0, (Fix64).75m / 2 + (Fix64).3m / 2, (Fix64).5m), 1)
            };
            var body = new CompoundBody(bodies, 61);

            body.CollisionInformation.LocalPosition = new Vector3(0, (Fix64).5m, 0);
            body.Position = position; //At first, just keep it out of the way.
            Vehicle       = new Vehicle(body);

            var localWheelRotation = Quaternion.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.PiOver2);

            //The wheel model used is not aligned initially with how a wheel would normally look, so rotate them.
            Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);

            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape((Fix64).375m, (Fix64)0.2m, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100, Vector3.Down, (Fix64)0.325m, new Vector3((Fix64)(-1.1m), (Fix64)(-0.1m), (Fix64)1.8m)),
                                 new WheelDrivingMotor((Fix64)2.5m, 30000, 10000),
                                 new WheelBrake((Fix64)1.5m, 2, (Fix64).02m),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape((Fix64).375m, (Fix64)0.2m, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100, Vector3.Down, (Fix64)0.325m, new Vector3((Fix64)(-1.1m), (Fix64)(-0.1m), (Fix64)(-1.8m))),
                                 new WheelDrivingMotor((Fix64)2.5m, 30000, 10000),
                                 new WheelBrake((Fix64)1.5m, 2, (Fix64).02m),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape((Fix64).375m, (Fix64)0.2m, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100, Vector3.Down, (Fix64)0.325m, new Vector3((Fix64)1.1m, (Fix64)(-0.1m), (Fix64)1.8m)),
                                 new WheelDrivingMotor((Fix64)2.5m, 30000, 10000),
                                 new WheelBrake((Fix64)1.5m, 2, (Fix64).02m),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape((Fix64).375m, (Fix64)0.2m, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100, Vector3.Down, (Fix64)0.325m, new Vector3((Fix64)1.1m, (Fix64)(-0.1m), (Fix64)(-1.8m))),
                                 new WheelDrivingMotor((Fix64)2.5m, 30000, 10000),
                                 new WheelBrake((Fix64)1.5m, 2, (Fix64).02m),
                                 new WheelSlidingFriction(4, 5)));


            foreach (Wheel wheel in Vehicle.Wheels)
            {
                //This is a cosmetic setting that makes it looks like the car doesn't have antilock brakes.
                wheel.Shape.FreezeWheelsWhileBraking = true;

                //By default, wheels use as many iterations as the space.  By lowering it,
                //performance can be improved at the cost of a little accuracy.
                //However, because the suspension and friction are not really rigid,
                //the lowered accuracy is not so much of a problem.
                wheel.Suspension.SolverSettings.MaximumIterationCount      = 1;
                wheel.Brake.SolverSettings.MaximumIterationCount           = 1;
                wheel.SlidingFriction.SolverSettings.MaximumIterationCount = 1;
                wheel.DrivingMotor.SolverSettings.MaximumIterationCount    = 1;
            }

            Space = space;

            Space.Add(Vehicle);
            ModelDrawer = drawer;
            DisplayModel model;

            WheelModels = new List <DisplayModel>();
            for (int k = 0; k < 4; k++)
            {
                Vehicle.Wheels[k].Shape.Detector.Tag = "noDisplayObject";
                model = new DisplayModel(wheelModel, ModelDrawer);
                ModelDrawer.Add(model);
                WheelModels.Add(model);
                model.Texture = wheelTexture;
            }



            CameraControlScheme = new ChaseCameraControlScheme(Vehicle.Body, new Vector3(0, (Fix64)0.6m, 0), true, 10, camera, game);
        }
Пример #4
0
        /// <summary>
        /// Constructs the front end and the internal physics representation of the Vehicle.
        /// </summary>
        /// <param name="position">Position of the Vehicle.</param>
        /// <param name="space">Space to add the Vehicle to.</param>
        /// <param name="camera">Camera to attach to the Vehicle.</param>
        /// <param name="game">The running game.</param>
        /// <param name="drawer">Drawer used to draw the Vehicle.</param>
        /// <param name="wheelModel">Model of the wheels.</param>
        /// <param name="wheelTexture">Texture to use for the wheels.</param>
        public VehicleInput(Vector3 position, Space space, Camera camera, DemosGame game, ModelDrawer drawer, Model wheelModel, Texture2D wheelTexture)
        {
            var bodies = new List<CompoundShapeEntry>
                {
                    new CompoundShapeEntry(new BoxShape(2.5f, .75f, 4.5f), new Vector3(0, 0, 0), 60),
                    new CompoundShapeEntry(new BoxShape(2.5f, .3f, 2f), new Vector3(0, .75f / 2 + .3f / 2, .5f), 1)
                };
            var body = new CompoundBody(bodies, 61);
            body.CollisionInformation.LocalPosition = new Vector3(0, .5f, 0);
            body.Position = position; //At first, just keep it out of the way.
            Vehicle = new Vehicle(body);

            var localWheelRotation = Quaternion.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.PiOver2);

            //The wheel model used is not aligned initially with how a wheel would normally look, so rotate them.
            Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);
            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(-1.1f, -0.1f, 1.8f)),
                                 new WheelDrivingMotor(2.5f, 30000, 10000),
                                 new WheelBrake(1.5f, 2, .02f),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(-1.1f, -0.1f, -1.8f)),
                                 new WheelDrivingMotor(2.5f, 30000, 10000),
                                 new WheelBrake(1.5f, 2, .02f),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(1.1f, -0.1f, 1.8f)),
                                 new WheelDrivingMotor(2.5f, 30000, 10000),
                                 new WheelBrake(1.5f, 2, .02f),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape(.375f, 0.2f, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100f, Vector3.Down, 0.325f, new Vector3(1.1f, -0.1f, -1.8f)),
                                 new WheelDrivingMotor(2.5f, 30000, 10000),
                                 new WheelBrake(1.5f, 2, .02f),
                                 new WheelSlidingFriction(4, 5)));

            foreach (Wheel wheel in Vehicle.Wheels)
            {
                //This is a cosmetic setting that makes it looks like the car doesn't have antilock brakes.
                wheel.Shape.FreezeWheelsWhileBraking = true;

                //By default, wheels use as many iterations as the space.  By lowering it,
                //performance can be improved at the cost of a little accuracy.
                //However, because the suspension and friction are not really rigid,
                //the lowered accuracy is not so much of a problem.
                wheel.Suspension.SolverSettings.MaximumIterationCount = 1;
                wheel.Brake.SolverSettings.MaximumIterationCount = 1;
                wheel.SlidingFriction.SolverSettings.MaximumIterationCount = 1;
                wheel.DrivingMotor.SolverSettings.MaximumIterationCount = 1;
            }

            Space = space;

            Space.Add(Vehicle);
            ModelDrawer = drawer;
            DisplayModel model;
            WheelModels = new List<DisplayModel>();
            for (int k = 0; k < 4; k++)
            {
                Vehicle.Wheels[k].Shape.Detector.Tag = "noDisplayObject";
                model = new DisplayModel(wheelModel, ModelDrawer);
                ModelDrawer.Add(model);
                WheelModels.Add(model);
                model.Texture = wheelTexture;
            }

            CameraControlScheme = new ChaseCameraControlScheme(Vehicle.Body, new Vector3(0, 0.6f, 0), true, 10, camera, game);
        }
        /// <summary>
        /// Constructs the front end and the internal physics representation of the vehicle.
        /// </summary>
        /// <param name="position">Position of the tank.</param>
        /// <param name="owningSpace">Space to add the vehicle to.</param>
        /// <param name="camera">Camera to attach to the vehicle.</param>
        /// <param name="game">Running game.</param>
        /// <param name="drawer">Drawer used to draw the tank.</param>
        /// <param name="wheelModel">Model to use for the 'wheels' of the tank.</param>
        /// <param name="wheelTexture">Texture of the wheels on the tank.</param>
        public TankInput(Vector3 position, Space owningSpace, Camera camera, DemosGame game, ModelDrawer drawer, Model wheelModel, Texture2D wheelTexture)
        {
            var bodies = new List <CompoundShapeEntry>()
            {
                new CompoundShapeEntry(new BoxShape(4f, 1, 8), new Vector3(0, 0, 0), 500),
                new CompoundShapeEntry(new BoxShape(3, .7f, 4f), new Vector3(0, .5f + .35f, .5f), 1)
            };
            var body = new CompoundBody(bodies, 501);

            body.CollisionInformation.LocalPosition = new Vector3(0, .5f, 0);
            body.Position = (position); //At first, just keep it out of the way.
            Vehicle       = new Vehicle(body);

            #region RaycastWheelShapes

            //The wheel model used is not aligned initially with how a wheel would normally look, so rotate them.
            MaximumDriveForce   = 1800;
            BaseSlidingFriction = 3;

            Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);
            for (int i = 0; i < 6; i++)
            {
                var toAdd = new Wheel(
                    new RaycastWheelShape(.375f, wheelGraphicRotation),
                    new WheelSuspension(2000, 300f, Vector3.Down, 1.3f, new Vector3(-1.9f, 0, -2.9f + i * 1.15f)),
                    new WheelDrivingMotor(10, MaximumDriveForce, MaximumDriveForce),
                    new WheelBrake(7, 7, 1.0f),
                    new WheelSlidingFriction(BaseSlidingFriction, BaseSlidingFriction));
                toAdd.DrivingMotor.GripFrictionBlender = FrictionBlender;
                toAdd.Brake.FrictionBlender            = FrictionBlender;
                toAdd.SlidingFriction.FrictionBlender  = FrictionBlender;
                Vehicle.AddWheel(toAdd);
                leftTrack.Add(toAdd);
            }
            for (int i = 0; i < 6; i++)
            {
                var toAdd = new Wheel(
                    new RaycastWheelShape(.375f, wheelGraphicRotation),
                    new WheelSuspension(2000, 300f, Vector3.Down, 1.3f, new Vector3(1.9f, 0, -2.9f + i * 1.15f)),
                    new WheelDrivingMotor(10, 2000, 1000),
                    new WheelBrake(7, 7, 1.0f),
                    new WheelSlidingFriction(BaseSlidingFriction, BaseSlidingFriction));
                toAdd.DrivingMotor.GripFrictionBlender = FrictionBlender;
                toAdd.Brake.FrictionBlender            = FrictionBlender;
                toAdd.SlidingFriction.FrictionBlender  = FrictionBlender;
                Vehicle.AddWheel(toAdd);
                rightTrack.Add(toAdd);
            }

            #endregion

            foreach (Wheel wheel in Vehicle.Wheels)
            {
                //This is a cosmetic setting that makes it looks like the car doesn't have antilock brakes.
                wheel.Shape.FreezeWheelsWhileBraking = true;

                //By default, wheels use as many iterations as the space.  By lowering it,
                //performance can be improved at the cost of a little accuracy.
                wheel.Suspension.SolverSettings.MaximumIterationCount      = 1;
                wheel.Brake.SolverSettings.MaximumIterationCount           = 1;
                wheel.SlidingFriction.SolverSettings.MaximumIterationCount = 1;
                wheel.DrivingMotor.SolverSettings.MaximumIterationCount    = 1;
            }

            Space = owningSpace;

            Space.Add(Vehicle);
            ModelDrawer = drawer;
            DisplayModel model;
            WheelModels = new List <DisplayModel>();
            for (int k = 0; k < Vehicle.Wheels.Count; k++)
            {
                Vehicle.Wheels[k].Shape.Detector.Tag = "noDisplayObject";
                model = new DisplayModel(wheelModel, ModelDrawer);
                ModelDrawer.Add(model);
                WheelModels.Add(model);
                model.Texture = wheelTexture;
            }



            CameraControlScheme = new ChaseCameraControlScheme(Vehicle.Body, new Vector3(0, 0.6f, 0), true, 10, camera, game);
        }