Пример #1
0
        public static RobotProxy SpawnPlayableRobot(ShooterEngine engine)
        {
            var model = new RobotModel();
            model.TurretRotation = (float)(random.NextDouble() * Math.PI * 2);

            var view = new RobotView(engine, model);
            var body = BodyFactory.CreateCircle(engine.World, 0.5f, 1f);
            body.BodyType = BodyType.Dynamic;
            body.LinearDamping = 2f;
            body.AngularDamping = 2f;
            body.Rotation = (float)(random.NextDouble() * Math.PI * 2);

            Texture2D lightTexture;

            if(RobotFactory.LightTexture == null)
            {
                RobotFactory.LightTexture = Krypton.Factories.TextureFactory.CreatePoint(engine.GraphicsDevice, 32);
                //RobotFactory.LightTexture = engine.Game.Content.Load<Texture2D>("Textures/Lights/RobotHeadlight");
            }

            var light = new PointLight(RobotFactory.LightTexture);
            light.Intensity = 1;
            light.Radius = 10f;
            light.Color = Color.Gray;
            light.Fov = MathHelper.TwoPi / 3f;
            light.Rotation = model.TurretRotation;
            light = null;
            var controller = new AbsoluteRobotController(engine, model, body, light);
            var linker = new RobotLinker(body, model, light);
            var proxy = new RobotProxy(engine, model, view, controller, body, linker, light);

            proxy.Initialize();

            return proxy;
        }
Пример #2
0
        public RobotProxy(ShooterEngine engine, RobotModel model, RobotView view, AbsoluteRobotController controller, Body body, RobotLinker linker, PointLight light)
        {
            if(engine == null)
            {
                throw new ArgumentException("Engine cannot be null", "engine");
            }

            this.Engine = engine;
            this.Model = model;
            this.View = view;
            this.Controller = controller;
            this.Body = body;
            this.Linker = linker;
            this.Light = light;
        }