public PlayerUnit(Game1 game,Vector3 Position, Vector3 Rotation, Vector3 Scale) : base(game,Position, Rotation, Scale) { game.mediator.register(this, MyEvent.C_FORWARD, MyEvent.C_BACKWARD, MyEvent.C_LEFT, MyEvent.C_RIGHT, MyEvent.C_Pointer, MyEvent.M_BITE); health = 100; }
static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public Weapon(Game1 game,Player player, Model model, Unit unit) : base(game, unit, new CModel(game, model)) { this.player = player; Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); }
public SkyModel(Game1 game, Model model, TextureCube Texture) : base(game,model) { effect = game.Content.Load<Effect>("skysphere_effect"); effect.Parameters["CubeMap"].SetValue(Texture); SetModelEffect(effect, false); }
public LevelBuilder(Game1 currentGame) { level=new Entity[64]; cursorPos=new Vector2((mouseState.X/32)*32,(mouseState.Y/32)*32); pressed=false; this.currentGame=currentGame; }
public PlayerModel(Game1 game, SkinnedModel skinnedModel) : base(game, skinnedModel) { game.mediator.register(this, MyEvent.P_RUN, MyEvent.C_ATTACK_BULLET_BEGIN); animationController.Speed = 1.2f; activeAnimation = PlayerAnimations.Idle; playAnimation(); }
public HelpScreen(Game1 game) : base(game) { myGame = game; spriteBatch = new SpriteBatch(game.GraphicsDevice); delayedAction = new DelayedAction(); }
public FirstAidManager(Game1 game) : base(game) { firstAidKits = new List<FirstAid>(); myGame = game; rnd = new Random(); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { //cannot access disposed object game.Run(); } }
public CDrawableComponent(Game1 game,Unit unit, CModel model) : base(game) { myGame = game; this.unit = unit; this.cModel = model; unit.BoundingSphere = cModel.buildBoundingSphere(); }
// Pause variables //int pauseDelay = 300; //int pauseCountdown = 0; public StateManager(Game1 game) : base(game) { myGame = game; spriteBatch = new SpriteBatch(game.GraphicsDevice); delayedAction = new DelayedAction(); }
public StartScreen(Game1 game) : base(game) { myGame = game; spriteBatch = new SpriteBatch(game.GraphicsDevice); emptyTex = game.Content.Load<Texture2D>("empty2"); delayedAction = new DelayedAction(100); }
public ScoreBoard(Game1 game) : base(game) { this.camera = game.camera; myGame = game; game.mediator.register(this, MyEvent.M_DIE); events = new List<Event>(); spriteBatch = new SpriteBatch(game.GraphicsDevice); }
public Monster(Game1 game, SkinnedModel skinnedModel, Unit unit) : base(game, unit, new MonsterModel(game, skinnedModel)) { monsterModel = ((MonsterModel)cModel); monsterUnit = ((MonsterUnit)unit); foreach (ModelMesh mesh in skinnedModel.Model.Meshes) foreach (SkinnedEffect effect in mesh.Effects) effect.EnableDefaultLighting(); }
public FreeCamera(Game1 game, Vector3 Position, float Yaw, float Pitch, float minHeight, float maxHeight) : base(game) { this.Position = Position; this.Yaw = Yaw; this.Pitch = Pitch; this.minHeight = minHeight; this.maxHeight = maxHeight; translation = Vector3.Zero; }
public ChaseCamera(Game1 game, Vector3 PositionOffset, Vector3 TargetOffset, Vector3 RelativeCameraRotation ) : base(game) { this.savedTargetOffset = TargetOffset; this.savedPositionOffset = PositionOffset; this.PositionOffset = PositionOffset; this.TargetOffset = TargetOffset; this.RelativeCameraRotation = RelativeCameraRotation; Mouse.SetPosition(myGame.GraphicsDevice.Viewport.Width / 2, myGame.GraphicsDevice.Viewport.Height / 2); lastMouseState = Mouse.GetState(); }
public Unit(Game1 game,Vector3 position,Vector3 rotation,Vector3 scale) { baseWorld = Matrix.Identity; this.position = position; this.rotation = rotation; this.scale = scale; this.myGame = game; this.events = new List<Event>(); }
public Player(Game1 game, SkinnedModel skinnedModel, Unit unit) : base(game, unit, new PlayerModel(game, skinnedModel)) { foreach (ModelMesh mesh in skinnedModel.Model.Meshes) foreach (SkinnedEffect effect in mesh.Effects) effect.EnableDefaultLighting(); spriteBatch = new SpriteBatch(game.GraphicsDevice); crossHairTex = game.Content.Load<Texture2D>("crosshair"); delayedAction = new DelayedAction(800); //run at first to show to the character otherwise the character dont show playerRun(); }
public MonstersManager(Game1 game) : base(game) { monsters = new List<Monster>(); myGame = game; rnd = new Random(); hpBillBoardSystem = new HPBillboardSystem(game.GraphicsDevice, game.Content, Constants.HP_SIZE, monsters); //skinnedModel = Game.Content.Load<SkinnedModel>(@"Textures\EnemyBeast"); skinnedModel = Game.Content.Load<SkinnedModel>(@"model\EnemyBeast"); }
public CModel(Game1 game, Model Model) { this.Model = Model; baseWorld = Matrix.Identity; modelTransforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(modelTransforms); generateTags(); myGame = game; events = new List<Event>(); }
public AudioManager(Game1 game) : base(game) { myGame = game; events = new List<Event>(); game.mediator.register(this, MyEvent.C_ATTACK_BULLET_END, MyEvent.M_BITE, MyEvent.G_GameOver); audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); trackCue = soundBank.GetCue("Cowboy"); trackCue.Play(); trackCue.Pause(); }
public AnimatedModel(Game1 game,SkinnedModel skinnedModel) : base(game,skinnedModel.Model) { this.skinnedModel = skinnedModel; //setNewEffect(); // Create an animation controller and start a clip animationController = new AnimationController(skinnedModel.SkeletonBones); animationController.Speed = 0.5f; animationController.TranslationInterpolation = InterpolationMode.Linear; animationController.OrientationInterpolation = InterpolationMode.Linear; animationController.ScaleInterpolation = InterpolationMode.Linear; //animationController.StartClip(skinnedModel.AnimationClips[animation]); }
public Entity(string asset,Vector2 pos,int frameWidth,int frameHeight,int offset,bool solid,bool active,Game1 game) : base(asset,pos,frameWidth,frameHeight,offset) { Solid=solid; Active=active; Vspeed=0; Hspeed=0; Grav=0; Fric=0; Bbox=new Hitbox(Pos,frameWidth,frameHeight,this); currentGame=game; }
public Entity(string asset,Vector2 pos,int frameWidth,int frameHeight,int offset,Game1 game) : base(asset,pos,frameWidth,frameHeight,offset) { Solid=false; Active=true; Vspeed=0; Hspeed=0; maxVspeed=(float)frameHeight*2; Grav=0; Fric=0; Bbox=new Hitbox(Pos,frameWidth,frameHeight,this); currentGame=game; }
public BulletUnit(Game1 game,Vector3 Position, Vector3 Rotation, Vector3 Scale,Vector3 Direction) : base(game,Position, Rotation, Scale) { this.Direction = Direction; }
public Bullet(Game1 game, Model model, Unit unit) : base(game, unit,new CModel(game, model)) { }
public Camera(Game1 game) : base(game) { generatePerspectiveProjectionMatrix(MathHelper.PiOver4); myGame = game; }
//private const int updateDelay = 1000; //private int sinceLastUpdate = 0; public SkyUnit(Game1 game,Vector3 Position, Vector3 Rotation, Vector3 Scale) : base(game,Position, Rotation, Scale) { RotationSpeed = MathHelper.PiOver4; }
public FirstAid(Game1 game, Model model, Unit unit) : base(game, unit, new CModel(game,model)) { }
static void Main() { using (var game = new Game1()) game.Run(); }