示例#1
0
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        protected override void Initialize()
        {
            CameraCue camCue = new CameraCue(new Vector3(0, 2, 23), new Vector3(0, 0, -1), 0);
            Matrix proj = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45),
                (float)settings.Default.ScreenWidth / (float)settings.Default.ScreenHeight,
                0.1f, 100.0f);

            camera = new DollyCam(camCue, proj);
            BuildCamPath();
            player = new Player();

            world = Matrix.CreateTranslation(0f, 0f, 0f);
            world *= Matrix.CreateScale(new Vector3(0.8f, 0.8f, 0.5f)) * Matrix.CreateRotationX(-(float)Math.PI / 2.0f);

            level = Content.Load<Model>("Models/Level/level1");

            base.Initialize();
        }
示例#2
0
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        protected override void Initialize()
        {
            CameraCue camCue = new CameraCue(new Vector3(0, 2, 23), new Vector3(0, 0, -1), 0);
            Matrix    proj   = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45),
                                                                   (float)settings.Default.ScreenWidth / (float)settings.Default.ScreenHeight,
                                                                   0.1f, 100.0f);

            camera = new DollyCam(camCue, proj);
            BuildCamPath();
            player = new Player();

            world  = Matrix.CreateTranslation(0f, 0f, 0f);
            world *= Matrix.CreateScale(new Vector3(0.8f, 0.8f, 0.5f)) * Matrix.CreateRotationX(-(float)Math.PI / 2.0f);

            level = Content.Load <Model>("Models/Level/level1");

            base.Initialize();
        }