public Map(string filename, GameMode mode) { this.filename = filename; this.mode = mode; currentMap = this; scene = new Scene.Scene(filename, this); }
public Map(string filename, GameMode mode, Player[] players) { this.filename = filename; this.mode = mode; currentMap = this; scene = new Scene.Scene(filename, this); List <Player> playerBuffer = new List <Player>(players); Random r = new Random(); for (int i = 0; i < players.Length; i++) { int index = r.Next(playerBuffer.Count); if (playerBuffer[index] != null) { PlayerJoin(playerBuffer[index].client, playerBuffer[index].playerName); } playerBuffer.RemoveAt(index); } }
//Chamado apenas uma vez quando inicializa a janela protected override void OnLoad(EventArgs e) { // Carrega o arquivo da cena e consequentemente os modelos 3D listados no arquivo json scene = new Scene.Scene("scenes/scene.json"); GL.ClearColor(0.2f, 0.3f, 0.3f, 1.0f); GL.Enable(EnableCap.Multisample); GL.Enable(EnableCap.DepthTest); GL.DepthFunc(DepthFunction.Less); GL.DepthMask(true); GL.DepthRange(scene._camera._near, scene._camera._far); // Carrega o shader de pós processamento para aplicar na cena quando a tecla P ser pressionada postProcessing = new PostProcessing(Width, Height, "./examples_shader/quad_shader.vert", "./examples_shader/quad_shader.frag"); CursorVisible = false; CursorGrabbed = true; // Carrega o shader do skybox com as imagens skybox_[direcao].jpg skybox = new Skybox("skybox"); base.OnLoad(e); }