using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace GoingBeyond1_Tutorialusing System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
GameObject missileLauncherBase = new GameObject();
GameObject missileLauncherHead = new GameObject();
const int numMissiles = 20;
GameObject[] missiles;
Vector3 cameraPosition = new Vector3(0.0f, 60.0f,160.0f);
Vector3 cameraLookAt = new Vector3(0.0f, 50.0f, 0.0f);
Matrix cameraProjectionMatrix;
Matrix cameraViewMatrix;
GamePadState previousState;
KeyboardState previousKeyboardState;
const float launcherHeadMuzzleOffset = 20.0f;
const float missilePower = 20.0f;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
base.Initialize();
}
// Set the 3D model to draw.
Model myModel;
// The aspect ratio determines how to scale 3d to 2d projection.
float aspectRatio;
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
myModel = Content.Load<Model>("Models\\p1_wedge");
aspectRatio = (float)graphics.GraphicsDevice.Viewport.Width /
(float)graphics.GraphicsDevice.Viewport.Height;
cameraViewMatrix = Matrix.CreateLookAt(
cameraPosition,
cameraLookAt,
Vector3.Up);
cameraProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45.0f),
graphics.GraphicsDevice.Viewport.AspectRatio,
1.0f,
10000.0f);
missileLauncherBase.scale = 0.2f;
missileLauncherHead.scale = 0.2f;
missileLauncherHead.position = missileLauncherBase.position +
new Vector3(0.0f, 20.0f, 0.0f);
missiles = new GameObject[numMissiles];
for (int i = 0; i < numMissiles; i++)
{
missiles[i] = new GameObject();
missiles[i].model =
Content.Load<Model>("Models\\missile");
missiles[i].scale = 3.0f;
}
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
missileLauncherHead.rotation.Y -=
gamePadState.ThumbSticks.Left.X * 0.1f;
missileLauncherHead.rotation.X +=
gamePadState.ThumbSticks.Left.Y * 0.1f;
missileLauncherHead.rotation.Y = MathHelper.Clamp(
missileLauncherHead.rotation.Y,
-MathHelper.PiOver4, MathHelper.PiOver4);
missileLauncherHead.rotation.X = MathHelper.Clamp(
missileLauncherHead.rotation.X,
0, MathHelper.PiOver4);
if (gamePadState.Buttons.A == ButtonState.Pressed &&
previousState.Buttons.A == ButtonState.Released)
{
FireMissile();
}
//modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds * MathHelper.ToRadians(0.1f);
KeyboardState keyboardState = Keyboard.GetState();
if (keyboardState.IsKeyDown(Keys.Space) &&
previousKeyboardState.IsKeyUp(Keys.Space))
{
FireMissile();
}
UpdateMissiles();
previousState = gamePadState;
previousKeyboardState = keyboardState;
base.Update(gameTime);
}
// Set the position of the model in world space, and set the rotation.
Vector3 modelPosition = Vector3.Zero;
float modelRotation = 0.0f;
// Set the position of the camera in world space, for our view matrix.
void FireMissile()
{
foreach (GameObject missile in missiles)
{
if (!missile.alive)
{
missile.velocity = GetMissileMuzzleVelocity();
missile.position = GetMissileMuzzlePosition();
missile.rotation = missileLauncherHead.rotation;
missile.alive = true;
break;
}
}
}
Vector3 GetMissileMuzzleVelocity()
{
Matrix rotationMatrix =
Matrix.CreateFromYawPitchRoll(
missileLauncherHead.rotation.Y,
missileLauncherHead.rotation.X,
0);
return Vector3.Normalize(
Vector3.Transform(Vector3.Forward,
rotationMatrix)) * missilePower;
}
Vector3 GetMissileMuzzlePosition()
{
return missileLauncherHead.position +
(Vector3.Normalize(
GetMissileMuzzleVelocity()) *
launcherHeadMuzzleOffset);
}
void UpdateMissiles()
{
foreach (GameObject missile in missiles)
{
if (missile.alive)
{
missile.position += missile.velocity;
if (missile.position.Z < -6000.0f)
{
missile.alive = false;
}
else
{
TestCollision(missile);
}
}
}
}
void TestCollision(GameObject missile)
{
BoundingSphere missilesphere =
missile.model.Meshes[0].BoundingSphere;
missilesphere.Center = missile.position;
missilesphere.Radius *= missile.scale;
{
return missileLauncherHead.position +
(Vector3.Normalize(
GetMissileMuzzleVelocity()) *
launcherHeadMuzzleOffset);
}
void UpdateMissiles()
{
foreach (GameObject missile in missiles)
{
if (missile.alive)
{
missile.position += missile.velocity;
if (missile.position.Z < -6000.0f)
{
missile.alive = false;
}
else
{
TestCollision(missile);
}
}
}
}
void TestCollision(GameObject missile)
{
BoundingSphere missilesphere =
missile.model.Meshes[0].BoundingSphere;
missilesphere.Center = missile.position;
missilesphere.Radius *= missile.scale;
}
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
{
if (missile.alive)
{
DrawGameObject(missile);
}
}
// Copy any parent transforms.
Matrix[] transforms = new Matrix[myModel.Bones.Count];
myModel.CopyAbsoluteBoneTransformsTo(transforms);
// Draw the model. A model can have multiple meshes, so loop.
foreach (ModelMesh mesh in myModel.Meshes)
{
// This is where the mesh orientation is set, as well as our camera and projection.
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation)
* Matrix.CreateTranslation(modelPosition);
effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up);
effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f),
aspectRatio, 1.0f, 10000.0f);
}
// Draw the mesh, using the effects set above.
mesh.Draw();
}
foreach (ModelMesh mesh in myModel.Meshes)
{
// This is where the mesh orientation is set, as well as our camera and projection.
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation)
* Matrix.CreateTranslation(modelPosition);
effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up);
effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f),
aspectRatio, 1.0f, 10000.0f);
}
// Draw the mesh, using the effects set above.
mesh.Draw();
}
base.Draw(gameTime);
}
void DrawGameObject(GameObject gameobject)
{
foreach (ModelMesh mesh in gameobject.model.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.PreferPerPixelLighting = true;
effect.World =
Matrix.CreateFromYawPitchRoll(
gameobject.rotation.Y,
gameobject.rotation.X,
gameobject.rotation.Z) *
Matrix.CreateScale(gameobject.scale) *Matrix.CreateFromYawPitchRoll(
gameobject.rotation.Y,
gameobject.rotation.X,
gameobject.rotation.Z) *
Matrix.CreateTranslation(gameobject.position);
effect.Projection = cameraProjectionMatrix;
effect.View = cameraViewMatrix;
}
mesh.Draw();
}
}
}
}
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