public LoadLevel(String filename, Scene scene) { this.scene = (Game1) scene; ParseCSV(ReadFile(filename)); SortBricks(); //sort bricks before generating brick positions; GenerateBrickPos(); }
public Court(Game1 scene) : base(scene) { this.scene = scene; Position = new Vector3(0, 0, 0); //save modified position Transform = Matrix.CreateScale(Game1.scaleRatio, Game1.scaleRatio, Game1.scaleRatio)* Matrix.CreateRotationX((float) Math.PI)*Matrix.CreateTranslation(Position); Model = scene.game.Content.Load<Model>("Models/Court"); LocalTransforms = new Matrix[Model.Bones.Count]; }
public Ball(Game1 scene) : base(scene) { this.scene = scene; Model = scene.game.assetManager.getBallModel(balls.Normal); //Position = new Vector3(0, 0, 2900f); //save modified position Position = scene.paddlePos; LocalTransforms = new Matrix[Model.Bones.Count]; RotateV = new Vector3(0, MathHelper.ToRadians(3), 0); }
public KinectManager(Scene s) { scene = (Game1) s; try { KinectSensor.KinectSensors.StatusChanged += KinectSensors_StatusChanged; DiscoverKinectSensor(); Debug.WriteLineIf(scene.debugging, kinect.Status); joint = scene.game.Content.Load<Texture2D>("Sprites/joint"); hand = scene.game.Content.Load<Texture2D>("Sprites/hand"); } catch (Exception e) { Debug.WriteLine(e.ToString()); } }
protected override void Initialize() { //GraphicsDevice does not exist in the constructor, so the game must be resized here. //graphics.IsFullScreen = true; // make it fullscreen graphics.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width; //set game width to screen width graphics.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height; //set game height to screen height //SamplerState sstate = new SamplerState(); //sstate.AddressU = TextureAddressMode.Wrap; //sstate.AddressV = TextureAddressMode.Wrap; //sstate = SamplerState.PointWrap; //GraphicsDevice.SamplerStates[0] = sstate; //GraphicsDevice.SamplerStates[0].AddressU = TextureAddressMode.Wrap; //GraphicsDevice.SamplerStates[0].AddressV = TextureAddressMode.Wrap; GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; //turn off texture blurring for nice sharp retro look graphics.ApplyChanges(); intro = new Intro(this); intro.Enabled = true; intro.Visible = true; menu = new Menu(this); menu.Enabled = false; menu.Visible = false; game = new Game1(this); game.Enabled = false; game.Visible = false; Components.Add(intro); Components.Add(menu); Components.Add(game); base.Initialize(); }
// public Game1 scene; public Brick(Game1 scene, Vector3 gridPos, float brickSize) : base(scene) { this.scene = scene; GridPos = gridPos; Type = BrickType.Normal; //set brick type Model = scene.game.assetManager.getBrickModel(Type); //load normal brick model Position = new Vector3(GridPos.X*brickSize*Game1.scaleRatio, GridPos.Y*brickSize*Game1.scaleRatio, GridPos.Z*brickSize*Game1.scaleRatio); Transform = Matrix.CreateScale(Game1.scaleRatio, Game1.scaleRatio, Game1.scaleRatio)* Matrix.CreateTranslation(Position); LocalTransforms = new Matrix[Model.Bones.Count]; /* Vector3[] brickPoints = new Vector3[2]; brickPoints[0] = new Vector3(Position.X - (brickSize/2), Position.Y - (brickSize/2), Position.Z - (brickSize/2)); brickPoints[1] = new Vector3(Position.X + (brickSize/2), Position.Y + (brickSize/2), Position.Z + (brickSize/2)); bounding = BoundingBox.CreateFromPoints(brickPoints); */ World = Matrix.CreateTranslation(Position); }
public Player(Scene scene) { this.scene = (Game1)scene; width = scene.game.GraphicsDevice.Viewport.Width; height = scene.game.GraphicsDevice.Viewport.Height; }
public GameObject(Game1 scene) { this.scene = scene; }