public override void Draw(Camera camera, Effect effect) { foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect _effect in mesh.Effects) { _effect.EnableDefaultLighting(); _effect.DiffuseColor = new Vector3(0.5f, 0.1f, 0.1f); _effect.AmbientLightColor = new Vector3(1.0f, 0.1f, 0.1f); _effect.SpecularColor = new Vector3(0.5f, 0.1f, 0.1f); _effect.FogEnabled = true; _effect.FogStart = 50.0f; _effect.FogEnd = 800; _effect.World = Matrix.Identity * transformation[mesh.ParentBone.Index] * Matrix.CreateRotationX(MathHelper.ToRadians(rotation.X)) * Matrix.CreateRotationY(MathHelper.ToRadians(rotation.Y)) * Matrix.CreateRotationZ(MathHelper.ToRadians(rotation.Z)) * Matrix.CreateScale(modelScale) * Matrix.CreateTranslation(position); _effect.View = camera.ViewMatrix; _effect.Projection = camera.ProjectionMatrix; } mesh.Draw(); } }
public void Draw(Camera camera) { foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect _effect in mesh.Effects) { _effect.EnableDefaultLighting(); //effect.PreferPerPixelLighting = true; _effect.DiffuseColor = new Vector3(0.3f); _effect.AmbientLightColor = new Vector3(0.3f); _effect.FogEnabled = true; _effect.FogStart = 0.0f; _effect.FogEnd = FogEnd; _effect.World = Matrix.Identity * transformation[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(rotation.X)) * Matrix.CreateRotationY(MathHelper.ToRadians(rotation.Y)) * Matrix.CreateRotationY(MathHelper.ToRadians(rotation.Z)) * Matrix.CreateScale(modelScale) * Matrix.CreateTranslation(position); _effect.View = camera.ViewMatrix; _effect.Projection = camera.ProjectionMatrix; } mesh.Draw(); } }
public override void Update(GameTime gameTime, Camera camera) { base.Update(gameTime, camera); if (!pedistalsUnlocked) { if (redPedistal.IsUnlocked) if (bluePedistal.IsUnlocked) if (yellowPedistal.IsUnlocked) { pedistalsUnlocked = true; finalGate.Use(null); environment.Add(new AssemblyLane(contentMan, new Vector3(2500, 0, 10100), new Vector3(0, 90, 0), 20)); environment.Add(new AssemblyLane(contentMan, new Vector3(2500, 0, 13100), new Vector3(0, 90, 0), 20)); environment.Add(new AssemblyLane(contentMan, new Vector3(2500, 0, 16100), new Vector3(0, 90, 0), 20)); GameConstants.CAMERA_ZFAR = 30000; bluePedistal.StopSound(); } } if (Game.player.PlayerAABB.CheckCollision(StartArea4AABB) != Vector3.Zero) { Game.player.inv.RemoveItemsOfType("compass"); World.ChangeArea("area4", new Vector3(2500, 150, -40000)); } }
public override void Draw(Camera camera, Microsoft.Xna.Framework.Graphics.Effect effect) { foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect _effect in mesh.Effects) { _effect.EnableDefaultLighting(); _effect.LightingEnabled = true; _effect.AmbientLightColor = new Vector3(1, 1, 1); _effect.DirectionalLight0.Direction = Vector3.Right; _effect.DirectionalLight0.Enabled = true; _effect.DirectionalLight0.SpecularColor = new Vector3(1, 1, 1); _effect.World = Matrix.Identity * transformation[mesh.ParentBone.Index] // * Matrix.CreateRotationX(MathHelper.ToRadians(rotation.X)) * Matrix.CreateRotationY(MathHelper.ToRadians(rotation.Y)) //* Matrix.CreateRotationZ(MathHelper.ToRadians(rotation.Z)) * Matrix.CreateScale(modelScale) * Matrix.CreateTranslation(position); _effect.View = camera.ViewMatrix; _effect.Projection = camera.ProjectionMatrix; } mesh.Draw(); } }
public override void Draw(Camera camera, Microsoft.Xna.Framework.Graphics.Effect effect) { foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect _effect in mesh.Effects) { _effect.EnableDefaultLighting(); _effect.EmissiveColor = color; if (attatchedGem == "GemBlue") { _effect.DiffuseColor = new Vector3(0, 0, 1); } //_effect.AmbientLightColor = color; //_effect.SpecularColor = color; _effect.FogEnabled = true; _effect.FogStart = 50.0f; _effect.FogEnd = 3000; _effect.World = Matrix.Identity * transformation[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(rotation.X)) * Matrix.CreateRotationY(MathHelper.ToRadians(rotation.Y)) * Matrix.CreateRotationY(MathHelper.ToRadians(rotation.Z)) * Matrix.CreateScale(modelScale) * Matrix.CreateTranslation(position); _effect.View = camera.ViewMatrix; _effect.Projection = camera.ProjectionMatrix; } mesh.Draw(); } }
public override void Update(GameTime gameTime, Camera camera) { base.Update(gameTime, camera); if (!assemblyLaneDone) HandleAssemblyLine((float)gameTime.ElapsedGameTime.TotalSeconds); }
public void Update(float deltaTime, Camera camera, Vector3 screenOffset) { compassModel.CopyAbsoluteBoneTransformsTo(compTransf); compWorldMatrix = camera.WeaponWorldMatrix(screenOffset.X, screenOffset.Y, screenOffset.Z, GetInventoryScale()); }
public void Draw(Camera camera) { foreach (ModelMesh mesh in compassModel.Meshes) { foreach (BasicEffect _effect in mesh.Effects) { _effect.EnableDefaultLighting(); _effect.LightingEnabled = true; _effect.DirectionalLight0.DiffuseColor = new Vector3(1, 1, 1); _effect.DirectionalLight0.SpecularColor = new Vector3(1, 1, 1); _effect.DirectionalLight0.Direction = camera.ViewDirection; _effect.World = Matrix.CreateRotationZ(MathHelper.ToRadians(-camera.HeadingDegrees)) * Matrix.CreateRotationY(MathHelper.ToRadians(-20f)) * Matrix.CreateRotationX(MathHelper.ToRadians(55f)) * compTransf[mesh.ParentBone.Index] * compWorldMatrix; _effect.View = camera.ViewMatrix; _effect.Projection = camera.ProjectionMatrix; } mesh.Draw(); } }
public void DrawInventory(GraphicsDevice device, Camera cam) { for (int i = 0; i < InventoryItems.Count; i++) { InventoryItems.ElementAt(i).Key.item.Draw(cam); } }
public override void Update(GameTime gameTime, Camera camera) { float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; base.Update(gameTime, camera); randomWhisper.Update(deltaTime); UpdatePillarsLock(); }
public Area2Content(Camera camera) : base(camera) { walls = new List<SolidWall>(); ceilings = new List<NormalMappedCeiling>(); floors = new List<NormalMappedFloor>(); enemies = new List<Enemy>(); environment = new List<IEnvironmentObject>(); environmentCollidables = new List<AABB>(); }
public World(Camera camera) { this.camera = camera; enableParallax = true; DrawSkybox = true; GameAreas.Add("area0", new Area0Content(camera)); GameAreas.Add("area1", new Area1Content(camera)); GameAreas.Add("area2", new Area2Content(camera)); GameAreas.Add("area3", new Area3Content(camera)); GameAreas.Add("area4", new Area4Content(camera)); }
public Player(Game game, Vector3 position) : base(Vector3.Zero, GameConstants.CAM_BOUNDS_PADDING) { this.game = game; camera = new Camera(game); game.Components.Add(camera); SetCameraProperties(); EnableColorMap = true; PerformPlayerCollision = true; playerListener = new AudioListener(); playerListener.Position = camera.Position; playerListener.Forward = camera.ViewDirection; playerListener.Up = Vector3.Up; inventory = new Inventory(); PlayerAbleToMove = true; MakeFootstepSound = true; }
public void Draw(Camera camera, GraphicsDevice device) { foreach (ModelMesh mesh in skyboxModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateScale(1) * Matrix.CreateTranslation(camera.Position) * Matrix.CreateTranslation(Vector3.Zero);//origo effect.View = camera.ViewMatrix; effect.Projection = camera.ProjectionMatrix; effect.EnableDefaultLighting(); } mesh.Draw(); } }
public void Draw(Camera camera) { foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect _effect in mesh.Effects) { _effect.EnableDefaultLighting(); _effect.DiffuseColor = color; _effect.AmbientLightColor = color; _effect.SpecularColor = color; _effect.World = screenTransforms[mesh.ParentBone.Index] * screenWorldMatrix; _effect.View = camera.ViewMatrix; _effect.Projection = camera.ProjectionMatrix; _effect.View = camera.ViewMatrix; _effect.Projection = camera.ProjectionMatrix; } mesh.Draw(); } }
public override void Draw(Camera camera, Effect effect) { foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect _effect in mesh.Effects) { _effect.FogEnabled = true; _effect.FogStart = 10.0f; _effect.FogEnd = 800; _effect.World = Matrix.Identity * transformation[mesh.ParentBone.Index] * Matrix.CreateRotationX(MathHelper.ToRadians(rotation.X)) * Matrix.CreateRotationY(MathHelper.ToRadians(rotation.Y)) * Matrix.CreateRotationZ(MathHelper.ToRadians(rotation.Z)) * Matrix.CreateScale(modelScale) * Matrix.CreateTranslation(position); _effect.View = camera.ViewMatrix; _effect.Projection = camera.ProjectionMatrix; } mesh.Draw(); } }
public void Draw(Camera camera) { foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect _effect in mesh.Effects) { _effect.EnableDefaultLighting(); _effect.DiffuseColor = diffColor;// new Vector3(0.8f, 0.8f, 0.8f); _effect.AmbientLightColor = ambColor;// new Vector3(0.8f, 0.8f, 0.8f); _effect.SpecularColor = specColor;// new Vector3(0.8f, 0.8f, 0.8f); _effect.World = Matrix.CreateRotationZ(MathHelper.ToRadians(90f)) *Matrix.CreateRotationX(MathHelper.ToRadians(90f)) * screenTransforms[mesh.ParentBone.Index] * screenWorldMatrix; _effect.View = camera.ViewMatrix; _effect.Projection = camera.ProjectionMatrix; } mesh.Draw(); } }
public void Update(float deltaTime, Camera camera) { for (int i = 0; i < InventoryItems.Count; i++) { InventoryItems.ElementAt(i).Key.item.Update( deltaTime, camera, InventoryItems.ElementAt(i).Value); } }
public void Draw(Camera camera, Effect effect) { lever1.Draw(camera, effect); lever2.Draw(camera, effect); }
public override void Draw(Camera camera, Microsoft.Xna.Framework.Graphics.Effect effect) { base.Draw(camera, effect); leftDoor.Draw(camera, effect); rightDoor.Draw(camera, effect); }
public AreaContent(Camera camera) { this.camera = camera; }
public virtual void Update(GameTime gameTime, Camera camera) { float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; foreach (Enemy enemy in enemies) { enemy.Update(deltaTime); } foreach (IEnvironmentObject obj in environment) { obj.Update(deltaTime); } }
public void Draw(Camera camera, Effect effect) { foreach (IEnvironmentObject lane in AssemblyLanes) { lane.Draw(camera, effect); } lineEnd.Draw(camera, effect); }
public override void Update(GameTime gameTime, Camera camera) { base.Update(gameTime, camera); }