/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public SkyBox(Game1 newGame, Vector3 newCenter, string newName) { Game = newGame; center = newCenter; skyBoxModel=LoadModel(newName, out skyBoxTextures); }
public TextureTerrain(Game1 newGame, string newMapName, string newTexture) { Game = newGame; texture = Game.Content.Load<Texture2D>(newTexture); LoadHeightData(Game.Content.Load<Texture2D>(newMapName)); SetUpVertices(); SetUpIndices(); CalculateNormals(); CopytoBuffers(); }
//or call this for textured models public ModelLoader(Game1 newGame, string newModelName, Vector3 newPosition, float newSize, short newTextureCount) { Game = newGame; position = newPosition; rotation = Quaternion.Identity; size = newSize; textured = true; texturecount = newTextureCount; model = LoadTexturedModel(newModelName, out textures); }
//call for vertex-colored load public ModelLoader(Game1 newGame, string newModelName, Vector3 newPosition, float newSize) { Game = newGame; position = newPosition; rotation = Quaternion.Identity; size = newSize; textured = false; model=LoadModel(newModelName); }
public BBGrass(Game1 newGame, TextureTerrain newTerrain, string newTexture) { Game = newGame; terrain = newTerrain; bbtex = Game.Content.Load<Texture2D>(newTexture); SetUpBillboards(); CopytoBuffers(); Game.billboardGrassEffect.Parameters["xTexture"].SetValue(bbtex); Game.billboardGrassEffect.CurrentTechnique = Game.billboardGrassEffect.Techniques["GrassBB"]; }
public PointSprites_Multi(Game1 newGame, Vector3 newPosition, Texture2D newTexture, int newAmount, float newSize, Random newRand) { position = newPosition; texture = newTexture; Game = newGame; amount = newAmount; size = newSize; rand = newRand; vertices = new VertexPositionTexture[amount * 6]; SetUpVertices(); }
public Water(Game1 newGame,int newWidth,int newLength, float newSize, Texture2D newTexture, Texture2D newBumpMap) { Game=newGame; width = newWidth; length = newLength; size = newSize; bumpMap = newBumpMap; SetUpVertices(); SetUpIndices(); SetUpBuffers(); refractionRenderTarget = new RenderTarget2D(Game.device, (int)(Game.device.PresentationParameters.BackBufferWidth * Game.enviro.reflectionQuality), (int)(Game.device.PresentationParameters.BackBufferHeight * Game.enviro.reflectionQuality), true, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); reflectionRenderTarget = new RenderTarget2D(Game.device, (int)(Game.device.PresentationParameters.BackBufferWidth * Game.enviro.reflectionQuality), (int)(Game.device.PresentationParameters.BackBufferHeight * Game.enviro.reflectionQuality), true, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); Game.waterEffect.CurrentTechnique = Game.waterEffect.Techniques["Water"]; }
public PointSprites_Single(Game1 newGame, Vector3 newPosition, Texture2D newTexture, float newSize) { position = newPosition; texture = newTexture; Game=newGame; size = newSize; vertices[0] = new VertexPositionTexture(position, new Vector2(0, 0)); vertices[1] = new VertexPositionTexture(position, new Vector2(0, 1)); vertices[2] = new VertexPositionTexture(position, new Vector2(1, 1)); //vertices[3] = new VertexPositionTexture(new Vector3(), new Vector2(1, 1)); vertices[3] = new VertexPositionTexture(position, new Vector2(1, 0)); //vertices[5] = new VertexPositionTexture(new Vector3(), new Vector2(0, 0)); indices[0] = 0; indices[1] = 1; indices[2] = 2; indices[3] = 0; indices[4] = 2; indices[5] = 3; SetUpBuffers(); }
public Controls(Game1 newGame) { Game = newGame; controlBG_tex = Game.Content.Load<Texture2D>("controls/controlbg"); controlBG_rec[0] = new Rectangle(0, Game.device.Viewport.Height - controlBG_tex.Height, controlBG_tex.Width, controlBG_tex.Height); controlBG_rec[1] = new Rectangle(Game.device.Viewport.Width - controlBG_tex.Width, Game.device.Viewport.Bounds.Bottom - controlBG_tex.Height, controlBG_tex.Width, controlBG_tex.Height); slider[0] = Game.Content.Load<Texture2D>("controls/slider_base"); slider[1] = Game.Content.Load<Texture2D>("controls/slider_slide"); acceptbg = Game.Content.Load<Texture2D>("controls/acceptbg"); checkbox = Game.Content.Load<Texture2D>("controls/checkbox"); compass[0] = Game.Content.Load<Texture2D>("controls/compass"); compass[1] = Game.Content.Load<Texture2D>("controls/indicator"); writer=new TextWriter(Game,"controls/controlfont"); checkitem[0] = new CheckboxOption("Enable Default Light:", writer, checkbox, new Vector2(10, Game.device.Viewport.Height - 16 * 30), Game.enviro.enableDefaultLighting); checkitem[1] = new CheckboxOption("Enable Point Light:", writer, checkbox, new Vector2(10, Game.device.Viewport.Height - 15 * 30), Game.enviro.enablePointLight); checkitem[2] = new CheckboxOption("Enable Fog:", writer, checkbox, new Vector2(10, Game.device.Viewport.Height - 10 * 30), Game.enviro.fogEnabled); checkitem[3] = new CheckboxOption("FlyMode:", writer, checkbox, new Vector2(Game.device.Viewport.Width - 300, Game.device.Viewport.Height - 7 * 30), Game.enviro.FlyMode); checkitem[4] = new CheckboxOption("Gray Scale:", writer, checkbox, new Vector2(Game.device.Viewport.Width - 300, Game.device.Viewport.Height - 3 * 30), Game.enviro.grayScale); checkitem[5] = new CheckboxOption("First Person Mode:", writer, checkbox, new Vector2(Game.device.Viewport.Width - 300, Game.device.Viewport.Height - 6 * 30), Game.cam.fpsState); checkitem[6] = new CheckboxOption("Smooth Camera:", writer, checkbox, new Vector2(Game.device.Viewport.Width - 300, Game.device.Viewport.Height - 5 * 30), Game.enviro.smoothCamera); checkitem[7] = new CheckboxOption("Enable Snow:", writer, checkbox, new Vector2(Game.device.Viewport.Width - 300, Game.device.Viewport.Height - 9 * 30), Game.enviro.enableSnow); checkitem[8] = new CheckboxOption("Enable Rain:", writer, checkbox, new Vector2(Game.device.Viewport.Width - 300, Game.device.Viewport.Height - 8 * 30), Game.enviro.enableRain); checkitem[9] = new CheckboxOption("Inverted Colors:", writer, checkbox, new Vector2(Game.device.Viewport.Width - 300, Game.device.Viewport.Height - 4 * 30), Game.enviro.invertColors); floatitem[0] = new SliderOptionFloat("Ambient Light", writer, slider, new Vector2(10, Game.device.Viewport.Height - 14 * 30), Game.enviro.ambient, 0, 1); floatitem[1] = new SliderOptionFloat("Light Power", writer, slider, new Vector2(10, Game.device.Viewport.Height - 13 * 30), Game.enviro.lightpower, 0, 10); floatitem[2] = new SliderOptionFloat("Light Scatter", writer, slider, new Vector2(10, Game.device.Viewport.Height - 12 * 30), Game.enviro.lightscatter, 0, 100); floatitem[3] = new SliderOptionFloat("Grass Fade", writer, slider, new Vector2(10, Game.device.Viewport.Height - 11 * 30), Game.enviro.grassFade, 0, 100); floatitem[4] = new SliderOptionFloat("Fog Start", writer, slider, new Vector2(10, Game.device.Viewport.Height - 9 * 30), Game.enviro.fogStart, 0, 200); floatitem[5] = new SliderOptionFloat("Fog End", writer, slider, new Vector2(10, Game.device.Viewport.Height - 8 * 30), Game.enviro.fogEnd, 0, 500); floatitem[6] = new SliderOptionFloat("Fog Color R:", writer, slider, new Vector2(10, Game.device.Viewport.Height - 7 * 30), Game.enviro.fogColor.X, 0, 1); floatitem[7] = new SliderOptionFloat(" G:", writer, slider, new Vector2(10, Game.device.Viewport.Height - 6 * 30), Game.enviro.fogColor.Y, 0, 1); floatitem[8] = new SliderOptionFloat(" B:", writer, slider, new Vector2(10, Game.device.Viewport.Height - 5 * 30), Game.enviro.fogColor.Z, 0, 1); floatitem[9] = new SliderOptionFloat("Wind Wave Size", writer, slider, new Vector2(10, Game.device.Viewport.Height - 4 * 30), Game.enviro.WindWaveSize, 0, 50); floatitem[10] = new SliderOptionFloat("Wind Randomness", writer, slider, new Vector2(10, Game.device.Viewport.Height - 3 * 30), Game.enviro.WindRandomness, 0, 5); //floatitem[11] = new SliderOptionFloat("Wind Speed", writer, slider, new Vector2(10, Game.device.Viewport.Height - 2 * 30), Game.enviro.WindSpeed, 0, 100); floatitem[11] = new SliderOptionFloat("Wind Amount", writer, slider, new Vector2(10, Game.device.Viewport.Height - 2 * 30), Game.enviro.WindAmount, 0, 1); floatitem[12] = new SliderOptionFloat("View Distance", writer, slider, new Vector2(Game.device.Viewport.Width - 300, Game.device.Viewport.Height - 15 * 30), Game.enviro.viewDistance, 0, 1000); floatitem[13] = new SliderOptionFloat("Field Of View", writer, slider, new Vector2(Game.device.Viewport.Width - 300, Game.device.Viewport.Height - 14 * 30), Game.enviro.fieldOfView, 40, 150); floatitem[14] = new SliderOptionFloat("Grass Size", writer, slider, new Vector2(Game.device.Viewport.Width - 300, Game.device.Viewport.Height - 12 * 30), Game.enviro.grassWidth, 0.5f, 3); floatitem[15] = new SliderOptionFloat("Weather Intensity", writer, slider, new Vector2(Game.device.Viewport.Width - 300, Game.device.Viewport.Height - 11 * 30), Game.enviro.weatherParticles, 0, 10000); floatitem[16] = new SliderOptionFloat("Water Level", writer, slider, new Vector2(Game.device.Viewport.Width - 300, Game.device.Viewport.Height - 10 * 30), Game.enviro.waterLevel, 0, 30); floatitem[17] = new SliderOptionFloat("Water Wave Height:", writer, slider, new Vector2(10, Game.device.Viewport.Height - 1 * 30), Game.enviro.waveHeight, 0, 3); intitem[0] = new SliderOptionInt("Grass Intensity", writer, slider, new Vector2(Game.device.Viewport.Width - 300, Game.device.Viewport.Height - 13 * 30), Game.enviro.grassIntensity, 0, 10); accept = new AcceptItem("Accept", writer, acceptbg, new Vector2(Game.device.Viewport.Width-100, Game.device.Viewport.Height - 50)); compassitem = new Compass(Game, new Vector2(Game.device.Viewport.Width/2-compass[0].Width/2,Game.device.Viewport.Height-compass[0].Height), compass); }
public Compass(Game1 newGame, Vector2 position, Texture2D[] newTexture) { texture = newTexture; rectangle_main = new Rectangle((int)position.X, (int)position.Y, texture[0].Width, texture[0].Height); //rectangle_sub = new Rectangle(rectangle_main.Center.X + (int)newGame.enviro.WindDirection.X - texture[1].Width/2, rectangle_main.Center.Y + (int)newGame.enviro.WindDirection.Z - texture[1].Height/2, texture[1].Width, texture[1].Height); rectangle_sub = new Rectangle(rectangle_main.Center.X - texture[1].Width / 2, rectangle_main.Center.Y - texture[1].Height / 2 - 10, texture[1].Width, texture[1].Height); pos_main = new Vector2(rectangle_main.Center.X, rectangle_main.Center.Y); pos_sub = new Vector2(rectangle_sub.Center.X, rectangle_sub.Center.Y); }