public Map(Game game, string MapName) : base(game) { this.Game1 = (Game1)(game); this.MapName = MapName; }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public MapPart(Game game, Vector3 Position, string Type, Texture2D Texture) : base(game) { this.Game1 = (Game1)(game); this.Position = Position; this.Type = Type; this.Texture = Texture; }
public Camera(Car car, Game1 game1) { this.car = car; this.Game1 = game1; this.angleX = 0; this.angleZ = 0; //MainView = Matrix.CreateLookAt(new Vector3(0, -10, 10), Vector3.Zero, Vector3.Up); //(0, 0, 5) !!! //-MathHelper.PiOver4 - 0.2f }
public Object(Game game, Vector3 Position, Model Model, float Density, float Scale, Vec2[] CollisionBody) : base(game) { this.Game1 = (Game1)(game); this.Position = Position; this.Model = Model; this.Density = Density; this.Scale = Scale; this.CollisionBody = CollisionBody; }
public static void ArrayVectors(Vector2[] Array, Game1 Game1) { var vectors = Array.Concat(Array.Take(1)).Select((v) => new VertexPositionColor(new Vector3(v.X, v.Y, 0.2f), Microsoft.Xna.Framework.Color.Red)).ToArray(); var Effect = Game1.basicEffect; Effect.World = Matrix.Identity; Effect.View = Game1.camera.GetBetterView();//Matrix.CreateScale(1) * Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up); Effect.Projection = Game1.camera.GetProjection();//Matrix.CreateOrthographic(Game1.GraphicsDevice.Viewport.Width, Game1.GraphicsDevice.Viewport.Height, 0.1f, 10); Effect.VertexColorEnabled = true; foreach (EffectPass pass in Effect.CurrentTechnique.Passes) { pass.Apply(); Game1.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineStrip, vectors, 0, vectors.Length - 1); } Effect.VertexColorEnabled = false; }
static void Main() { using (var game = new Game1()) game.Run(); }