public LightManager(ProjectGame game) { packedLights = new PackedLight[MAX_LIGHTS]; // Set the ambient color equal to the Cosmic latte ambientCol = new Vector4(1, 0.9725f, 0.9059f, 1.0f); this.game = game; }
// Set the intil values for the camera public Camera(ProjectGame game) { cameraPos = new Vector3(0, y_camera_position, 0); cameraTarget = new Vector3(-platform_midpoint, 0, 0); cameraUp = Vector3.UnitY; View = Matrix.LookAtRH(cameraPos, cameraTarget, cameraUp); Projection = Matrix.PerspectiveFovRH((float)Math.PI / 4.0f, (float)game.GraphicsDevice.BackBuffer.Width / game.GraphicsDevice.BackBuffer.Height, 0.1f, 1000.0f); this.game = game; }
public Cursor(ProjectGame game) { this.game = game; model = game.Content.Load <Model>("Cursor"); basicEffect = new BasicEffect(game.GraphicsDevice) { World = Matrix.Identity, View = game.camera.View, Projection = game.camera.Projection }; BasicEffect.EnableDefaultLighting(model, true); }
public Cursor(ProjectGame game) { this.game = game; model = game.Content.Load<Model>("Cursor"); basicEffect = new BasicEffect(game.GraphicsDevice) { World = Matrix.Identity, View = game.camera.View, Projection = game.camera.Projection }; BasicEffect.EnableDefaultLighting(model, true); }
public MainPage() { InitializeComponent(); //Loaded += OnLoaded; game = new ProjectGame(this); game.Run(this); mainMenu = new MainMenu(this); //endPage = new EndPage(this); this.Children.Add(mainMenu); InGameView(Visibility.Collapsed); txtCameraPos.Visibility = Visibility.Collapsed; txtCameraTarget.Visibility = Visibility.Collapsed; txtPlayerPos.Visibility = Visibility.Collapsed; }
public Platform(ProjectGame game) { // Avoid null reference, it changes on the first update if (standing_platform == null) { standing_platform = this; next_standing_platform = this; } // Less tiles if the difficulty is higher min_extra_tiles = (int)(max_extra_tiles - game.difficulty); type = GameObjectType.Platform; //Load textures textureName = "Platform_Textures"; texture = game.Content.Load <Texture2D>(textureName); // Store information of the platform and create information for the next one platform = next_platform; next_platform = create_platform(platform); // Create the vertices based on the platform information VertexPositionNormalTexture[] platform_vertices = create_vertices(platform, last_platform, next_platform); last_platform = platform; // Set the platform Z position of the intance and uptade the new Z position for the next one z_position_start = z_position; z_position -= tile_depth; z_position_end = z_position; // Calculates midpoint and base platfom_midpoint = (platform.GetLength(0) * tile_width) - tile_width / 2; platform_base = Levels[0] - base_offset; //Load effects effect = game.Content.Load <Effect>("Phong"); lightManager = new LightManager(game); lightManager.SetLighting(effect); // Pass the vertices data vertices = Buffer.Vertex.New(game.GraphicsDevice, platform_vertices); inputLayout = VertexInputLayout.FromBuffer(0, vertices); this.game = game; }
public Platform(ProjectGame game) { // Avoid null reference, it changes on the first update if (standing_platform == null) { standing_platform = this; next_standing_platform = this; } // Less tiles if the difficulty is higher min_extra_tiles = (int)(max_extra_tiles - game.difficulty); type = GameObjectType.Platform; //Load textures textureName = "Platform_Textures"; texture = game.Content.Load<Texture2D>(textureName); // Store information of the platform and create information for the next one platform = next_platform; next_platform = create_platform(platform); // Create the vertices based on the platform information VertexPositionNormalTexture[] platform_vertices = create_vertices(platform, last_platform, next_platform); last_platform = platform; // Set the platform Z position of the intance and uptade the new Z position for the next one z_position_start = z_position; z_position -= tile_depth; z_position_end = z_position; // Calculates midpoint and base platfom_midpoint = (platform.GetLength(0) * tile_width) - tile_width/2; platform_base = Levels[0] - base_offset; //Load effects effect = game.Content.Load<Effect>("Phong"); lightManager = new LightManager(game); lightManager.SetLighting(effect); // Pass the vertices data vertices = Buffer.Vertex.New(game.GraphicsDevice, platform_vertices); inputLayout = VertexInputLayout.FromBuffer(0, vertices); this.game = game; }
// Constructor for the player as the shooter public Projectile(ProjectGame game, string model_name, Vector3 pos, float velocity, Enemy target, GameObjectType targetType) { this.game = game; this.pos = pos; this.velocity = velocity; this.target = target; this.targetType = targetType; hitRadius = 5; squareHitRadius = hitRadius * hitRadius; collisionRadius = squareHitRadius; scaling = 1.5f; model = game.Content.Load <Model>(model_name); basicEffect = new BasicEffect(game.GraphicsDevice) { World = Matrix.Identity, View = game.camera.View, Projection = game.camera.Projection }; BasicEffect.EnableDefaultLighting(model, true); }
// Constructor for the player as the shooter public Projectile(ProjectGame game, string model_name, Vector3 pos, float velocity, Enemy target, GameObjectType targetType) { this.game = game; this.pos = pos; this.velocity = velocity; this.target = target; this.targetType = targetType; hitRadius = 5; squareHitRadius = hitRadius * hitRadius; collisionRadius = squareHitRadius; scaling = 1.5f; model = game.Content.Load<Model>(model_name); basicEffect = new BasicEffect(game.GraphicsDevice) { World = Matrix.Identity, View = game.camera.View, Projection = game.camera.Projection }; BasicEffect.EnableDefaultLighting(model, true); }
// Constructor with the enemy as the shooter public Projectile(ProjectGame game, Enemy shooter, Vector3 pos, float velocity, Vector3 targetPos, GameObjectType targetType) { this.game = game; this.shooter = shooter; this.pos = pos; this.velocity = velocity; this.targetPos = targetPos; this.targetType = targetType; squareHitRadius = hitRadius * hitRadius; collisionRadius = squareHitRadius; isTargetPlayer = true; scaling = 8; model = game.Content.Load <Model>("Sphere"); basicEffect = new BasicEffect(game.GraphicsDevice) { World = Matrix.Identity, View = game.camera.View, Projection = game.camera.Projection }; BasicEffect.EnableDefaultLighting(model, true); }
// Constructor with the enemy as the shooter public Projectile(ProjectGame game, Enemy shooter, Vector3 pos, float velocity, Vector3 targetPos, GameObjectType targetType) { this.game = game; this.shooter = shooter; this.pos = pos; this.velocity = velocity; this.targetPos = targetPos; this.targetType = targetType; squareHitRadius = hitRadius * hitRadius; collisionRadius = squareHitRadius; isTargetPlayer = true; scaling = 8; model = game.Content.Load<Model>("Sphere"); basicEffect = new BasicEffect(game.GraphicsDevice) { World = Matrix.Identity, View = game.camera.View, Projection = game.camera.Projection }; BasicEffect.EnableDefaultLighting(model, true); }
public Player(ProjectGame game,Vector3 initial_pos) { this.game = game; alive = true; World = Matrix.Identity; type = GameObjectType.Player; model = game.Content.Load<Model>("Spaceship"); basicEffect = new BasicEffect(game.GraphicsDevice); BasicEffect.EnableDefaultLighting(model, true); WorldInverseTranspose = Matrix.Transpose(Matrix.Invert(World)); collisionRadius = 5.0f; //Set initial position pos = initial_pos; update_points(); cursor = new Cursor(game); game.gameObjects.Add(cursor); //spriteBatch = ToDisposeContent(new SpriteBatch(GraphicsDevice)); }
public Enemy(ProjectGame game, Vector3 pos) { this.game = game; type = GameObjectType.Player; model = game.Content.Load<Model>("Enemy"); basicEffect = new BasicEffect(game.GraphicsDevice) { View = game.camera.View, Projection = game.camera.Projection, World = Matrix.Identity, }; BasicEffect.EnableDefaultLighting(model, true); type = GameObjectType.Enemy; // Put the Enemy away from the camera this.pos = pos; this.pos.Z = game.camera.Position.Z + distance_from_screen; // Send first direction to the player travelTimer = 0; setFireTimer(); }
public Enemy(ProjectGame game, Vector3 pos) { this.game = game; type = GameObjectType.Player; model = game.Content.Load <Model>("Enemy"); basicEffect = new BasicEffect(game.GraphicsDevice) { View = game.camera.View, Projection = game.camera.Projection, World = Matrix.Identity, }; BasicEffect.EnableDefaultLighting(model, true); type = GameObjectType.Enemy; // Put the Enemy away from the camera this.pos = pos; this.pos.Z = game.camera.Position.Z + distance_from_screen; // Send first direction to the player travelTimer = 0; setFireTimer(); }
// Constructor. public EnemyController(ProjectGame game) { this.game = game; }
private void OnLoaded(object s, RoutedEventArgs e) { MainPage newmain = new MainPage(); game = new ProjectGame(newmain); game.Run(swapppy); }