Пример #1
0
 public void Draw(_Camera camera)
 {
     foreach (_Quad w in walls)
     {
         w.Draw(camera);
     }
 }
        public void Update(_Camera camera)
        {
            distance = Vector3.Distance(camera.getPosition(), center);

            world = Matrix.Identity;
            world = Matrix.CreateRotationY(MathHelper.ToRadians(camera.getRotation().Y));
            CreateTranslation(center.X, center.Y, center.Z);
        }
Пример #3
0
        public void Draw(_Camera camera)
        {
            SelectionSort(billboards);

            for (int i = 0; i < billboards.Length; i++)
            {
                billboards[i].Draw(camera);
            }
        }
Пример #4
0
 public void Draw(_Camera camera)
 {
     foreach (_Quad w in sides)
     {
         w.Draw(camera);
     }
     foreach (_Quad w in backHelixSides)
     {
         w.Draw(camera);
     }
     foreach (_Quad w in topHelixSides)
     {
         w.Draw(camera);
     }
 }
Пример #5
0
        public virtual void Draw(_Camera camera)
        {
            if (multi >= 3 && !pode)
            {
                pode = true;
            }

            if (multi <= 0 && pode)
            {
                pode = false;
            }

            if (pode)
            {
                multi -= 0.003f;
            }
            else
            {
                multi += 0.003f;
            }


            this.device.SetVertexBuffer(this.buffer);

            //this.basicEffect.World = this.world;
            //this.basicEffect.View = camera.GetView();
            //this.basicEffect.Projection = camera.GetProjection();
            //this.basicEffect.TextureEnabled = true;
            //this.basicEffect.Texture = this.texture;

            this.effect.CurrentTechnique = this.effect.Techniques["Technique1"];
            this.effect.Parameters["World"].SetValue(this.world);
            this.effect.Parameters["View"].SetValue(camera.GetView());
            this.effect.Parameters["Projection"].SetValue(camera.GetProjection());
            this.effect.Parameters["colorTexture"].SetValue(this.texture);
            this.effect.Parameters["colorTextureSnow"].SetValue(this.texture2);
            //this.effect.Parameters["multi"].SetValue(this.multi);


            foreach (EffectPass pass in this.effect.CurrentTechnique.Passes)
            {
                pass.Apply();

                this.device.DrawUserPrimitives <VertexPositionTexture>(PrimitiveType.TriangleList,
                                                                       this.verts, 0, this.verts.Length / 3);
            }
        }
Пример #6
0
        protected override void Initialize()
        {
            this.world  = Matrix.Identity;
            this.screen = _Screen.GetInstance();
            this.screen.SetWidth(graphics.PreferredBackBufferWidth);
            this.screen.SetHeight(graphics.PreferredBackBufferHeight);

            this.camera = new _Camera();

            this.ground = new _Quad(GraphicsDevice, this, Color.SaddleBrown, new Vector3(0, 0, 0), new Vector2(120, 120), _WallOrientation.Up);

            this.house = new _House(GraphicsDevice, this);

            this.helicopter = new _Helicopter(GraphicsDevice, this);

            base.Initialize();
        }
Пример #7
0
        public void Draw(_Camera camera)
        {
            this.effect.CurrentTechnique = this.effect.Techniques["Technique1"];
            this.effect.Parameters["World"].SetValue(world);
            this.effect.Parameters["View"].SetValue(camera.GetView());
            this.effect.Parameters["Projection"].SetValue(camera.GetProjection());
            this.effect.Parameters["colorTexture"].SetValue(colorTexture);
            this.effect.Parameters["colorTextureSnow"].SetValue(colorTextureSnow);
            //this.effect.Parameters["t"].SetValue(time);

            foreach (EffectPass pass in this.effect.CurrentTechnique.Passes)
            {
                pass.Apply();

                game.GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionTexture>(PrimitiveType.TriangleList, this.verts, 0, this.verts.Length, this.indices, 0, this.indices.Length / 3);
            }
        }
Пример #8
0
        protected override void Initialize()
        {
            this.world  = Matrix.Identity;
            this.screen = _Screen.GetInstance();
            this.screen.SetWidth(graphics.PreferredBackBufferWidth);
            this.screen.SetHeight(graphics.PreferredBackBufferHeight);

            this.camera = new _Camera();

            this.ground = new _Quad(GraphicsDevice, this, Color.SaddleBrown, new Vector3(0, 0, 0), new Vector2(70, 70), _WallOrientation.Up);
            //this.ground.CreateRotation("X", -90);

            this.house  = new _House(GraphicsDevice, this, new Vector3(0, 0, 0), new Vector2(0, 0));
            this.house1 = new _House(GraphicsDevice, this, new Vector3(-5, 0, 0), new Vector2(0, 0));

            base.Initialize();
        }
Пример #9
0
        public virtual void Draw(_Camera camera)
        {
            this.device.SetVertexBuffer(this.buffer);

            this.effect.World          = this.world;
            this.effect.View           = camera.GetView();
            this.effect.Projection     = camera.GetProjection();
            this.effect.TextureEnabled = true;
            this.effect.Texture        = this.texture;

            foreach (EffectPass pass in this.effect.CurrentTechnique.Passes)
            {
                pass.Apply();

                this.device.DrawUserPrimitives <VertexPositionTexture>(PrimitiveType.TriangleList,
                                                                       this.verts, 0, this.verts.Length / 3);
            }
        }
Пример #10
0
        protected override void Initialize()
        {
            this.world  = Matrix.Identity;
            this.screen = _Screen.GetInstance();
            this.screen.SetWidth(graphics.PreferredBackBufferWidth);
            this.screen.SetHeight(graphics.PreferredBackBufferHeight);

            this.camera = new _Camera();

            this.ground = new _Quad(GraphicsDevice, this, @"Textures\ground", @"Textures\groundSnow", new Vector3(0, 0, 0), new Vector2(500, 500), _WallOrientation.Up);

            this.house = new _House(GraphicsDevice, this);

            this.helicopter = new _Helicopter(GraphicsDevice, this);

            this.highMap = new _HM(this, GraphicsDevice);

            base.Initialize();
        }
Пример #11
0
        public void Update(GameTime gameTime, _Camera camera)
        {
            foreach (_Billboard b in billboards)
            {
                b.Update(camera);
            }

            this.billboards[0].setCenter(new Vector3(55, 12, 3));
            this.billboards[1].setCenter(new Vector3(-55, 12, 0));

            this.billboards[2].setCenter(new Vector3(25, 12, -10));
            this.billboards[4].setCenter(new Vector3(25, 12, 10));

            this.billboards[8].setCenter(new Vector3(-3, 12, -55));
            this.billboards[9].setCenter(new Vector3(5, 12, 25));

            this.billboards[3].setCenter(new Vector3(-25, 12, -25));
            this.billboards[5].setCenter(new Vector3(-25, 12, -10));
            this.billboards[6].setCenter(new Vector3(-25, 12, 10));
            this.billboards[7].setCenter(new Vector3(-25, 12, 25));
        }
Пример #12
0
        public virtual void Draw(_Camera camera)
        {
            this.device.SetVertexBuffer(this.vBuffer);

            this.effect.CurrentTechnique = this.effect.Techniques["Technique1"];
            this.effect.Parameters["World"].SetValue(this.world);
            this.effect.Parameters["View"].SetValue(camera.GetView());
            this.effect.Parameters["Projection"].SetValue(camera.GetProjection());
            this.effect.Parameters["seaTexture"].SetValue(this.texture);
            this.effect.Parameters["time"].SetValue(this.time);

            foreach (EffectPass pass in this.effect.CurrentTechnique.Passes)
            {
                pass.Apply();

                this.device.DrawUserIndexedPrimitives <VertexPositionTexture>(PrimitiveType.TriangleList,
                                                                              this.verts,
                                                                              0,
                                                                              this.verts.Length,
                                                                              this.indices,
                                                                              0,
                                                                              this.indices.Length / 3);
            }
        }