public GeneratedGeometryGame() { graphics = new GraphicsDeviceManager(this); //graphics.IsFullScreen = true; //graphics.PreferredBackBufferWidth = 1920; //graphics.PreferredBackBufferHeight = 1080; //IsMouseVisible = true; terrain = new Ship.CObject(); terrain.ID = "terrain"; aspectRatio = (float)graphics.PreferredBackBufferWidth / (float)graphics.PreferredBackBufferHeight; Content.RootDirectory = "Content"; ship = new Ship.LirouShip(new Vector3(0, 50, 0), new Vector3(0, 0, 0), 1.0f, (float)(Math.PI / 50), 0.002f); camera = new Ship.Camera(25, ship.Position); collidableObjects = new List <Ship.CObject>(); collidableObjects.Add(terrain); collidableObjects.Add(ship); #if WINDOWS_PHONE // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); graphics.IsFullScreen = true; #endif }
public GeneratedGeometryGame() { graphics = new GraphicsDeviceManager(this); //graphics.IsFullScreen = true; //graphics.PreferredBackBufferWidth = 1920; //graphics.PreferredBackBufferHeight = 1080; //IsMouseVisible = true; floor = new Ship.CObject(); floor.ID = "floor"; floor.Position = new Vector3(0.0f, -30.0f, 0.0f); floor.Scale = 1.0f; floor.Specs = new Vector3(40.0f, 2.0f, 40.0f); walls = new List<Ship.CObject>(); for (int i = 0; i < 4; i++) { walls.Add(new Ship.CObject()); walls[i].ID = "wall" + i; walls[i].Scale = 1.0f; walls[i].Rotation = new Vector3(0.0f, MathHelper.PiOver2 * (i%2), 0.0f); if (walls[i].Rotation.Y == 0.0f) { walls[i].Specs = new Vector3(40.0f, 40.0f, 2.0f); } else { walls[i].Specs = new Vector3(2.0f, 40.0f, 40.0f); } } walls[0].Position = new Vector3(0.0f, 0.0f, -30.0f); walls[1].Position = new Vector3(30.0f, .0f, 0.0f); walls[2].Position = new Vector3(0.0f, 0.0f, 30.0f); walls[3].Position = new Vector3(-30.0f, 0.0f, 0.0f); terrain = new Ship.CObject(); terrain.ID = "terrain"; untitled = new Ship.CObject(); untitled.ID = "untitled"; untitled.Position = Vector3.Zero; untitled.Scale = 1.0f; aspectRatio = (float)graphics.PreferredBackBufferWidth / (float)graphics.PreferredBackBufferHeight; Content.RootDirectory = "Content"; ship = new Ship.LirouShip(new Vector3(0, 10, 0), new Vector3(0, 0, 0), 1.0f, (float)(Math.PI / 50), 0.002f); camera = new Ship.Camera(25, ship.Position); collidableObjects = new List<Ship.CObject>(); collidableObjects.Add(untitled); collidableObjects.Add(floor); collidableObjects.AddRange(walls); //collidableObjects.Add(ship); #if WINDOWS_PHONE // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); graphics.IsFullScreen = true; #endif }
public GeneratedGeometryGame() { graphics = new GraphicsDeviceManager(this); //graphics.IsFullScreen = true; //graphics.PreferredBackBufferWidth = 1920; //graphics.PreferredBackBufferHeight = 1080; //IsMouseVisible = true; floor = new Ship.CObject(); floor.ID = "floor"; floor.Position = new Vector3(0.0f, -30.0f, 0.0f); floor.Scale = 1.0f; floor.Specs = new Vector3(40.0f, 2.0f, 40.0f); walls = new List <Ship.CObject>(); for (int i = 0; i < 4; i++) { walls.Add(new Ship.CObject()); walls[i].ID = "wall" + i; walls[i].Scale = 1.0f; walls[i].Rotation = new Vector3(0.0f, MathHelper.PiOver2 * (i % 2), 0.0f); if (walls[i].Rotation.Y == 0.0f) { walls[i].Specs = new Vector3(40.0f, 40.0f, 2.0f); } else { walls[i].Specs = new Vector3(2.0f, 40.0f, 40.0f); } } walls[0].Position = new Vector3(0.0f, 0.0f, -30.0f); walls[1].Position = new Vector3(30.0f, .0f, 0.0f); walls[2].Position = new Vector3(0.0f, 0.0f, 30.0f); walls[3].Position = new Vector3(-30.0f, 0.0f, 0.0f); terrain = new Ship.CObject(); terrain.ID = "terrain"; untitled = new Ship.CObject(); untitled.ID = "untitled"; untitled.Position = Vector3.Zero; untitled.Scale = 1.0f; aspectRatio = (float)graphics.PreferredBackBufferWidth / (float)graphics.PreferredBackBufferHeight; Content.RootDirectory = "Content"; ship = new Ship.LirouShip(new Vector3(0, 10, 0), new Vector3(0, 0, 0), 0.1f, (float)(Math.PI / 50), 0.002f); ring = new Ship.Ring(new Vector3(30, 0, 30), (float)(Math.PI / 50), 0.08f); camera = new Ship.Camera(25, ship.Position); collidableObjects = new List <Ship.CObject>(); collidableObjects.Add(untitled); collidableObjects.Add(floor); collidableObjects.AddRange(walls); //collidableObjects.Add(ship); #if WINDOWS_PHONE // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); graphics.IsFullScreen = true; #endif }