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- using System;
- using System.Collections.Generic;
- using System.Linq;
- 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.Media;
- using BEPUphysics;
- using BEPUphysicsDemos;
- using BEPUphysicsDemos.AlternateMovement.SimpleCharacter;
- using GroundWalkTest;
- using Cheddar;
- namespace CharacterControllerTest
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- public class Game1 : Microsoft.Xna.Framework.Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- Cheddar.Camera camera;
- TexturedBox ground;
- Space space;
- SimpleCharacterController character;
- public Game1()
- {
- graphics = new GraphicsDeviceManager(this);
- Content.RootDirectory = "Content";
- }
- /// <summary>
- /// 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.
- /// </summary>
- protected override void Initialize()
- {
- // TODO: Add your initialization logic here
- base.Initialize();
- }
- /// <summary>
- /// LoadContent will be called once per game and is the place to load
- /// all of your content.
- /// </summary>
- protected override void LoadContent()
- {
- // Create a new SpriteBatch, which can be used to draw textures.
- spriteBatch = new SpriteBatch(GraphicsDevice);
- camera = new Cheddar.Camera(this, new Vector3(0f, 20f, 20f), Vector3.Down, Vector3.Up);
- Components.Add(camera);
- character = new SimpleCharacterController(new Vector3(0f, 20f, 0f), 5f, 3f, 5f, 5f);
- Texture2D grass = Content.Load<Texture2D>("grass-texture-2");
- ground = new TexturedBox(Vector3.Zero, 50f, 1f, 50f, grass, this.GraphicsDevice);
- character.Activate();
- space = new Space();
- space.Add(ground);
- space.Add(character);
- space.ForceUpdater.Gravity = new Vector3(0, -9.8f, 0);
- character.Body.IsAffectedByGravity = true;
- }
- /// <summary>
- /// UnloadContent will be called once per game and is the place to unload
- /// all content.
- /// </summary>
- protected override void UnloadContent()
- {
- // TODO: Unload any non ContentManager content here
- }
- /// <summary>
- /// Allows the game to run logic such as updating the world,
- /// checking for collisions, gathering input, and playing audio.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- protected override void Update(GameTime gameTime)
- {
- // Allows the game to exit
- if (Keyboard.GetState().IsKeyDown(Keys.Escape))
- this.Exit();
- camera.Position = character.Body.BufferedStates.Entity.Position;
- character.MovementDirection = Vector2.One;
- space.Update();
- base.Update(gameTime);
- }
- /// <summary>
- /// This is called when the game should draw itself.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- protected override void Draw(GameTime gameTime)
- {
- GraphicsDevice.Clear(Color.CornflowerBlue);
- ground.Draw(camera.View, camera.Projection);
- base.Draw(gameTime);
- }
- }
- }
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