/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { this.camera = (Camera)this.Game.Services.GetService(typeof(Camera)); base.Initialize(); this.effect = new BasicEffect(GraphicsDevice); this.effect.TextureEnabled = true; this.effect.Texture = this.texture; }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { base.Initialize(); this.camera = (Camera)this.Game.Services.GetService(typeof(Camera)); this.CreateBounds(); this.position = new Vector3( this.widthRoom / 2 , this.heightRoom / 2 , -this.bounds.Radius - this.depthRoom / 2 ); this.initialPosition = position; this.rotationX = 0; this.rotationY = 0; }
public override void Initialize() { //settings this.width = 10f; this.height = width / this.Game.GraphicsDevice.Viewport.AspectRatio; this.depth = 15f; float sideManagerTextureSize = 1f; this.sphereScale = 0.5f; this.paddleWidth = 1f; float skyBoxWidth = 200f; float halfSkyBoxWidth = skyBoxWidth / 2; Vector3 skyBoxPosition = new Vector3( -halfSkyBoxWidth + this.width / 2 , -halfSkyBoxWidth + this.height / 2 , halfSkyBoxWidth - depth / 2 ); string textureDetail = this.configSource.Configs["Graphics"].GetString("texture_detail"); Texture2D wallTexture = this.Game.Content.Load<Texture2D>("texture/wall"); Texture2D floorTexture = this.Game.Content.Load<Texture2D>("texture/floor"); this.paddleTexture = this.Game.Content.Load<Texture2D>( String.Format("texture/{0}/paddle", textureDetail)); this.paddleActiveTexture = this.Game.Content.Load<Texture2D>( String.Format("texture/{0}/paddleclicked", textureDetail)); Texture2D spaceBoxLeft = this.Game.Content.Load<Texture2D>( String.Format("texture/{0}/interstellar_lf", textureDetail)); Texture2D spaceBoxFront = this.Game.Content.Load<Texture2D>( String.Format("texture/{0}/interstellar_ft", textureDetail)); Texture2D spaceBoxRight = this.Game.Content.Load<Texture2D>( String.Format("texture/{0}/interstellar_rt", textureDetail)); Texture2D spaceBoxDown = this.Game.Content.Load<Texture2D>( String.Format("texture/{0}/interstellar_dn", textureDetail)); Texture2D spaceBoxUp = this.Game.Content.Load<Texture2D>( String.Format("texture/{0}/interstellar_up", textureDetail)); this.hitSound = this.Game.Content.Load<SoundEffect>("audio/shot"); this.paddleSound = hitSound; this.sphereModel = this.Game.Content.Load<Model>( String.Format( "model/{0}/sphere" , this.configSource.Configs["Graphics"].GetString("model_detail") ) ); this.Add(new SkyBox(this.Game ,skyBoxPosition ,skyBoxWidth ,spaceBoxLeft ,spaceBoxFront ,spaceBoxRight ,spaceBoxDown ,spaceBoxUp ) ); Camera camera = new Camera( this.Game , width , height , depth ); this.SetUp(); this.sideManager = new SideManager( this.Game , width , height , depth , sideManagerTextureSize , wallTexture , floorTexture ); this.Add(sideManager); this.sphere.CalculateCollisionNormal += this.sideManager.CollisionNormal; this.Add(camera); this.Game.Services.AddService(typeof(Camera), camera); base.Initialize(); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { this.camera = (Camera)this.Game.Services.GetService(typeof(Camera)); this.visualData = new VisualizationData(); this.model = this.Game.Content.Load<Model>("model/low/sphere"); base.Initialize(); }