📄 app.cs
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// action functions
/// <summary>
/// Action to start playing
/// </summary>
public void Play()
{
m_State = GameState.GamePlay;
GameEngine.Console.Reset();
}
/// <summary>
/// Action to terminate the application
/// </summary>
public void Terminate()
{
m_bTerminate = true;
}
/// <summary>
/// screen capture
/// </summary>
public void ScreenCapture()
{
m_bScreenCapture = true;
}
/// <summary>
/// version of terminate for use by the console
/// </summary>
/// <param name="sData"></param>
public void TerminateCommand( string sData )
{
Terminate();
}
/// <summary>
/// Toggle the display of statistics information
/// </summary>
/// <param name="sData"></param>
public void ToggleStatistics( string sData )
{
m_bShowStatistics = !m_bShowStatistics;
}
/// <summary>
/// Action to transition to the next game state based on a mapper action
/// </summary>
public void NextState()
{
if ( m_State < GameState.AfterActionReview )
{
m_State++;
if ( m_State == GameState.GamePlay )
{
m_ownship = (Ownship)Engine.GetObject("car1");
m_ownship.Driving = true;
}
}
else
{
m_State = GameState.OptionsMain;
}
}
public void PointCamera( int count )
{
m_Engine.MoveCamera(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, count);
}
public void PitchCamera( int count )
{
m_Engine.MoveCamera(0.0f, 0.0f, 0.0f, count * 0.1f, 0.0f, 0.0f);
}
public void MoveCameraXP()
{
m_Engine.MoveCamera(0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
}
public void MoveCameraXM()
{
m_Engine.MoveCamera(-0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
}
public void MoveCameraY()
{
m_Engine.MoveCamera(0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f);
}
public void MoveCameraZP()
{
m_Engine.MoveCamera(0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f);
}
public void MoveCameraZM()
{
m_Engine.MoveCamera(0.0f, 0.0f, -0.5f, 0.0f, 0.0f, 0.0f);
}
/// <summary>
///
/// </summary>
protected override void RestoreDeviceObjects(System.Object sender, System.EventArgs e)
{
// Restore the device objects for the meshes and fonts
// Set the transform matrices (view and world are updated per frame)
Matrix matProj;
float fAspect = device.PresentationParameters.BackBufferWidth / (float)device.PresentationParameters.BackBufferHeight;
matProj = Matrix.PerspectiveFovLH( (float)Math.PI/4, fAspect, 1.0f, 100.0f );
device.Transform.Projection = matProj;
// Set up the default texture states
device.TextureState[0].ColorOperation = TextureOperation.Modulate;
device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor;
device.TextureState[0].ColorArgument2 = TextureArgument.Diffuse;
device.TextureState[0].AlphaOperation = TextureOperation.SelectArg1;
device.TextureState[0].AlphaArgument1 = TextureArgument.TextureColor;
device.SamplerState[0].MinFilter = TextureFilter.Linear;
device.SamplerState[0].MagFilter = TextureFilter.Linear;
device.SamplerState[0].MipFilter = TextureFilter.Linear;
device.SamplerState[0].AddressU = TextureAddress.Clamp;
device.SamplerState[0].AddressV = TextureAddress.Clamp;
device.RenderState.DitherEnable = true;
}
/// <summary>
/// Called when the app is exiting, or the device is being changed, this
/// function deletes any device-dependent objects.
/// </summary>
protected override void DeleteDeviceObjects(System.Object sender, System.EventArgs e)
{
m_Engine.Dispose();
m_Console.Dispose();
}
public void LoadOptions()
{
try
{
System.Random rand = new System.Random();
// loading of options will happen here
m_Engine.SetTerrain(200,200,@"..\..\Resources\heightmap.jpg",@"..\..\Resources\sand1.jpg", 10.0f, 0.45f);
for ( int i=0; i<150; i++ )
{
float north = (float)(rand.NextDouble() * 1900.0);
float east = (float)(rand.NextDouble() * 1900.0);
BillBoard.Add( east, north, 0.0f, "cactus"+i, @"..\..\Resources\cactus.dds",1.0f, 1.0f);
}
for ( int i=0; i<150; i++ )
{
float north = (float)(rand.NextDouble() * 1900.0);
float east = (float)(rand.NextDouble() * 1900.0);
BillBoard.Add( east, north, 0.0f, "tree"+i, @"..\..\Resources\palmtree.dds",6.5f, 10.0f);
}
GameEngine.Console.AddLine("all trees loaded");
// m_Engine.AddObject( new ParticleGenerator("Spray1", 2000, 2000, Color.Yellow, "Particle.bmp", new ParticleUpdate(Gravity)));
double j = 0.0;
double center_x = 1000.0;
double center_z = 1000.0;
double radius = 700.0;
double width = 20.0;
m_flag = new Cloth("flag", @"..\..\Resources\flag.jpg", 2, 2, 0.1, 1.0f);
m_flag.Height = 0.6f;
m_flag.North = 2.0f;
m_flag.East = 0.1f;
Cloth.EastWind = -3.0f;
for ( double i=0.0; i<360.0; i += 1.5 )
{
float north = (float)(center_z + Math.Cos(i/180.0*Math.PI) * radius
);
float east = (float)(center_x + Math.Sin(i/180.0*Math.PI) * radius
);
BillBoard.Add( east, north, 0.0f, "redpost"+(int)(i*2), @"..\..\Resources\redpost.dds",0.25f, 1.0f);
j += 5.0;
if ( j > 360.0 ) j -= 360.0;
}
j = 0.0;
for ( double i=0.5; i<360.0; i += 1.5 )
{
float north = (float)(center_z + Math.Cos(i/180.0*Math.PI) * (radius+width)
);
float east = (float)(center_x + Math.Sin(i/180.0*Math.PI) * (radius+width)
);
BillBoard.Add( east, north, 0.0f, "bluepost"+(int)(i*2), @"..\..\Resources\bluepost.dds",0.25f, 1.0f);
j += 5.0;
if ( j >= 360.0 ) j -= 360.0;
}
m_ownship = new Ownship(this, "car1", @"..\..\Resources\SprintRacer.x", new Vector3(0.0f, 0.8f, 0.0f), new Attitude(0.0f, (float)Math.PI, 0.0f));
m_ownship.AddChild(m_flag);
SoundEffect.Volume = 0.25f;
m_Engine.AddObject( m_ownship );
/* Opponent opp1 = new Opponent("car2", @"..\..\Resources\SprintRacer.x", new Vector3(0.0f, 0.8f, 0.0f),
new Attitude(0.0f, (float)Math.PI, 0.0f), "knowledge.xml");
opp1.SetLOD( 10, 3000.0f );
m_opponents.Add( opp1 );
m_Engine.AddObject( opp1 );
*/
m_ownship.North = 298.0f;
m_ownship.East = 1000.0f;
m_Engine.Cam.Attach(m_ownship, new Vector3(0.0f, 0.85f,-4.5f));
m_Engine.Cam.LookAt(m_ownship);
m_ownship.Heading = (float)Math.PI * 1.5f;
m_ownship.SetLOD( 10, 3000.0f );
// Car car2 = (Car)m_Engine.GetObject("car2");
// car2.North = 295.0f;
// car2.East = 1000.0f;
// car2.Height = 0.0f;
// car2.Heading = (float)Math.PI * 1.5f;
// car2.SetLOD( 10, 300.0f );
// car2.SetUpdateMethod( new ObjectUpdate(OpponentUpdate));
GameEngine.GameLights.Ambient = Color.White;
// GameEngine.GameLights light1 = GameEngine.GameLights.AddPointLight( new Vector3(130.0f,35.0f,130.0f),Color.White,"light1");
// light1.Attenuation1 = 0.11f;
// GameEngine.GameLights light2 = GameEngine.GameLights.AddPointLight( new Vector3(40.0f,25.0f,40.0f),Color.White,"light2");
// light2.Attenuation1 = 0.11f;
// GameEngine.GameLights light3 = GameEngine.GameLights.AddPointLight( new Vector3(130.0f,35.0f,230.0f),Color.White,"light3");
// light3.Attenuation1 = 0.11f;
// GameEngine.GameLights light4 = GameEngine.GameLights.AddPointLight( new Vector3(230.0f,40.0f,230.0f),Color.White,"light4");
// light4.Attenuation1 = 0.11f;
// GameEngine.GameLights light5 = GameEngine.GameLights.AddPointLight( new Vector3(70.0f,25.0f,70.0f),Color.White,"light5");
// light5.Attenuation1 = 0.11f;
GameEngine.GameLights headlights = GameEngine.GameLights.AddSpotLight(new Vector3(0.0f,0.0f,0.0f),
new Vector3(1.0f,0.0f,1.0f), Color.White, "headlight");
headlights.EffectiveRange = 200.0f;
headlights.Attenuation0 = 1.0f;
headlights.Attenuation1 = 0.0f;
headlights.InnerConeAngle = 1.0f;
headlights.OuterConeAngle = 1.5f;
headlights.PositionOffset = new Vector3(0.0f, 2.0f, 1.0f);
headlights.DirectionOffset = new Vector3(0.0f, 0.00f, 1.0f);
m_ownship.AddChild(headlights);
headlights.Enabled = false;
CGameEngine.FogColor = Color.Beige;
CGameEngine.FogDensity = 0.5f;
CGameEngine.FogEnable = true;
CGameEngine.FogStart = 100.0f;
CGameEngine.FogEnd = 900.0f;
CGameEngine.FogTableMode = FogMode.Linear;
}
catch ( Exception e )
{
GameEngine.Console.AddLine("Exception");
GameEngine.Console.AddLine(e.Message);
}
}
public void Gravity( ref Particle Obj, float DeltaT )
{
Obj.m_Position += Obj.m_Velocity * DeltaT;
Obj.m_Velocity.Y += -32.0f * DeltaT;
if ( Obj.m_Position.Y < 0.0f ) Obj.m_bActive = false;
}
public void OwnshipUpdate( Object3D Obj, float DeltaT )
{
}
public void OpponentUpdate( Object3D Obj, float DeltaT )
{
Obj.Height = CGameEngine.Ground.HeightOfTerrain(Obj.Position) + ((Model)Obj).Offset.Y;
}
}
}
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