示例#1
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        ///

        // Set the position of the camera in world space, for our view matrix.
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            DrawModel.DrawBicycle(models, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref worldMatrixbb, 3);
            DrawModel.DrawRoad(models[0], vectors[0], viewMatrix, projectionMatrix);
            DrawModel.DrawRoad(models[4], vectors[4], viewMatrix, projectionMatrix);

            base.Draw(gameTime);
        }
示例#2
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        ///

        // Set the position of the camera in world space, for our view matrix.
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            DrawModel.DrawBicycle(bicycle, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref worldMatrixbb);
            DrawModel.DrawBicycle(leftHand, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref identity);
            DrawModel.DrawBicycle(rightHand, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref identity);
            DrawModel.DrawRoad(secondMap, viewMatrix, projectionMatrix);

            for (int index = 0; index <= 48; index++)
            {
                DrawModel.DrawRoad(crossroadParts[index], viewMatrix, projectionMatrix);
            }

            DrawPoints(points);
            DrawText(name);

            base.Draw(gameTime);
        }
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        ///

        // Set the position of the camera in world space, for our view matrix.
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            DrawModel.DrawBicycle(models, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref worldMatrixbb, 3);
            //DrawModel.DrawBicycle(models, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, 2);
            //DrawModel.DrawBicycle(models, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, 1);
            DrawModel.DrawRoad(models[0], viewMatrix, projectionMatrix);
            DrawModel.DrawRoad(models[4], viewMatrix, projectionMatrix);

            //for (int index = 0; index < bicycleBox.Count; index++)
            //{
            //    DrawBB(bicycleBox[index]);
            //}

            //for (int index = 0; index < slidewayBox.Count; index++)
            //{
            //    DrawBB(slidewayBox[index]);
            //}

            base.Draw(gameTime);
        }
示例#4
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        ///

        // Set the position of the camera in world space, for our view matrix.
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            DrawModel.DrawBicycle(bicycle, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref worldMatrixbb);
            DrawModel.DrawBicycle(leftHand, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref identity);
            DrawModel.DrawBicycle(rightHand, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref identity);
            DrawModel.DrawRoad(firstMap, viewMatrix, projectionMatrix);

            foreach (Model crossPart in crossroadParts)
            {
                DrawModel.DrawRoad(crossPart, viewMatrix, projectionMatrix);
            }
            DrawPoints(points);
            DrawText(name);
            //DrawBB(bicycleBox);

            //for (int index = 0; index < crossRoadBox.Count; index++)
            //{
            //    DrawBB(crossRoadBox[index]);
            //}
            base.Draw(gameTime);
        }