public Game() { InitializeComponent(); if (!InitializeDirect3D()) return; vertices = new VertexBuffer(typeof(CustomVertex.PositionColored), // Type of vertex 4, // How many device, // What device 0, // No special usage CustomVertex.PositionColored.Format, Pool.Managed); background = new Background(device, playingW, playingH); score = new Score(device); lives = new Lives(device); lives.lives_number = 3; game_over = new GameOver(device); //create the font font = new Microsoft.DirectX.Direct3D.Font(device, // Device we are drawing on 20, // Font height in pixels 0, // Font width in pixels or zero to match height FontWeight.Bold, // Font weight (Normal, Bold, etc.) 0, // mip levels (0 for default) false, // italics? CharacterSet.Default, // Character set to use Precision.Default, // The font precision, try some of them... FontQuality.Default, // Quality? PitchAndFamily.FamilyDoNotCare, // Pitch and family, we don't care "Arial"); // And the name of the font // Determine the last time stopwatch.Start(); lastTime = stopwatch.ElapsedMilliseconds; Polygon floor = new Polygon(); floor.AddVertex(new Vector2(0, 1)); floor.AddVertex(new Vector2(playingW, 1)); floor.AddVertex(new Vector2(playingW, 0.9f)); floor.AddVertex(new Vector2(0, 0.9f)); floor.Color = Color.CornflowerBlue; world.Add(floor); AddObstacle(2, 3, 1.7f, 1.9f, Color.Crimson); AddObstacle(4, 4.2f, 1, 2.1f, Color.Coral); AddObstacle(5, 6, 2.2f, 2.4f, Color.BurlyWood); AddObstacle(5.5f, 6.5f, 3.2f, 3.4f, Color.PeachPuff); AddObstacle(6.5f, 7.5f, 2.5f, 2.7f, Color.Chocolate); Platform platform = new Platform(); platform.AddVertex(new Vector2(3.2f, 2)); platform.AddVertex(new Vector2(3.9f, 2)); platform.AddVertex(new Vector2(3.9f, 1.8f)); platform.AddVertex(new Vector2(3.2f, 1.8f)); platform.Color = Color.CornflowerBlue; world.Add(platform); Texture texture = TextureLoader.FromFile(device, "../../stone08.bmp"); PolygonTextured pt = new PolygonTextured(); pt.Tex = texture; pt.AddVertex(new Vector2(1.2f, 3.5f)); pt.AddTex(new Vector2(0, 1)); pt.AddVertex(new Vector2(1.9f, 3.5f)); pt.AddTex(new Vector2(0, 0)); pt.AddVertex(new Vector2(1.9f, 3.3f)); pt.AddTex(new Vector2(1, 0)); pt.AddVertex(new Vector2(1.2f, 3.3f)); pt.AddTex(new Vector2(1, 1)); pt.Color = Color.Transparent; world.Add(pt); Texture spritetexture = TextureLoader.FromFile(device, "../../guy8.bmp"); player.P = new Vector2(0.5f, 1); player.Tex = spritetexture; player.Transparent = true; player.AddVertex(new Vector2(-0.2f, 0)); player.AddTex(new Vector2(0, 1)); player.AddVertex(new Vector2(-0.2f, 1)); player.AddTex(new Vector2(0, 0)); player.AddVertex(new Vector2(0.2f, 1)); player.AddTex(new Vector2(0.125f, 0)); player.AddVertex(new Vector2(0.2f, 0)); player.AddTex(new Vector2(0.125f, 1)); player.Color = Color.Transparent; stood = true; }
//constructor public Game() { InitializeComponent(); if (!InitializeDirect3D()) { return; } font = new Microsoft.DirectX.Direct3D.Font(device, // Device we are drawing on 20, // Font height in pixels 0, // Font width in pixels or zero to match height FontWeight.Bold, // Font weight (Normal, Bold, etc.) 0, // mip levels (0 for default) false, // italics? CharacterSet.Default, // Character set to use Precision.Default, // The font precision, try some of them... FontQuality.Default, // Quality? PitchAndFamily.FamilyDoNotCare, // Pitch and family, we don't care "Arial"); // And the name of the font vertices = new VertexBuffer(typeof(CustomVertex.PositionColored), // Type of vertex 4, // How many device, // What device 0, // No special usage CustomVertex.PositionColored.Format, Pool.Managed); background = new Background(device, playingW, playingH); // Determine the last time stopwatch.Start(); lastTime = stopwatch.ElapsedMilliseconds; Polygon floor = new Polygon(); floor.AddVertex(new Vector2(0, 1)); floor.AddVertex(new Vector2(playingW, 1)); floor.AddVertex(new Vector2(playingW, 0.9f)); floor.AddVertex(new Vector2(0, 0.9f)); floor.Color = Color.CornflowerBlue; world.Add(floor); AddObstacle(2, 3, 1.7f, 1.9f, Color.Crimson); AddObstacle(4, 4.2f, 1, 2.1f, Color.Coral); AddObstacle(5, 6, 2.2f, 2.4f, Color.BurlyWood); AddObstacle(5.5f, 6.5f, 3.2f, 3.4f, Color.PeachPuff); AddObstacle(6.5f, 7.5f, 2.5f, 2.7f, Color.Chocolate); //create a platform AddPlatform(3.2f, 3.9f, 1.8f, 2, Color.CornflowerBlue); //load the texture and create an object Texture texture = TextureLoader.FromFile(device, "../../../stone08.bmp"); AddTexture(1.2f, 1.9f, 3.3f, 3.5f, Color.Transparent, texture, 0, 1, 0, 1); Texture spritetexture = TextureLoader.FromFile(device, "../../../guy8.bmp"); player.Tex = spritetexture; player.AddVertex(new Vector2(-0.2f, 0)); player.AddTex(new Vector2(0, 1)); player.AddVertex(new Vector2(-0.2f, 1)); player.AddTex(new Vector2(0, 0)); player.AddVertex(new Vector2(0.2f, 1)); player.AddTex(new Vector2(0.125f, 0)); player.AddVertex(new Vector2(0.2f, 0)); player.AddTex(new Vector2(0.125f, 1)); player.Color = Color.Transparent; player.Transparent = true; player.P = new Vector2(0.5f, 1); AddNgon(); }