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First, create an enumeration inside the LevelCreator class enumerating all the available game levels. You ll use this enumeration further to select the game level to be constructed. Initially, this enumeration has only one entry, as follows: public enum Levels { AlienPlanet } Next, create a static method named CreateLevel to create the game levels. This method needs to receive an instance of the Game class, because it uses the Game s ContentManager to load the game assets and the Game s ServicesContainer. When the level is created, you add the CameraManager, LightManager, and Terrain to this Game class ServiceContainer, allowing these objects to be shared with all the scene objects. The CreateLevel method also receives a Levels enumeration containing the desired level to be created. Following is the code for the CreateLevel method: public static GameLevel CreateLevel(Game game, Levels level) { // Remove all services from the last level game.Services.RemoveService(typeof(CameraManager)); game.Services.RemoveService(typeof(LightManager)); game.Services.RemoveService(typeof(Terrain)); switch (level) { case Levels.AlienPlanet: return CreateAlienPlanetLevel(game); break; default: throw new ArgumentException("Invalid game level"); break; } } In the beginning of the CreateLevel method, you must try to remove any CameraManager, LightManager, or Terrain objects from the game services container, avoiding adding two instances of these objects to the service container. Then you use a switch to select the desired level to be created. The first level of the XNA TPS game is called AlienPlanet. Create the CreateAlienPlanetLevel method to construct this level. Inside the CreateAlienPlanetLevel method, first create the game cameras: float aspectRate = (float)game.GraphicsDevice.Viewport.Width / game.GraphicsDevice.Viewport.Height;

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// Create the game cameras ThirdPersonCamera followCamera = new ThirdPersonCamera(); followCamera.SetPerspectiveFov(60.0f, aspectRate, 0.1f, 2000); followCamera.SetChaseParameters(3.0f, 9.0f, 7.0f, 14.0f); ThirdPersonCamera fpsCamera = new ThirdPersonCamera(); fpsCamera.SetPerspectiveFov(45.0f, aspectRate, 0.1f, 2000); fpsCamera.SetChaseParameters(5.0f, 6.0f, 6.0f, 6.0f); // Create the camera manager and add the game cameras gameLevel.CameraManager = new CameraManager(); gameLevel.CameraManager.Add("FollowCamera", followCamera); gameLevel.CameraManager.Add("FPSCamera", fpsCamera); // Add the camera manager to the service container game.Services.AddService(typeof(CameraManager), gameLevel.CameraManager); You need to create two different game cameras, where each camera is of the type ThirdPersonCamera. The first camera, named followPlayer, is used to follow the player from behind, and the second camera, named fpsCamera, is used while the player is in the aim mode. You need to add both cameras to the CameraManager of the GameLevel structure, and the CameraManager needs to be added to the Game s ServiceContainer. Next, create the game lights: // Create the light manager gameLevel.LightManager = new LightManager(); gameLevel.LightManager.AmbientLightColor = new Vector3(0.1f); // Create the game lights and add them to the light manager gameLevel.LightManager.Add("MainLight", new PointLight(new Vector3(10000, 10000, 10000), new Vector3(0.2f))); gameLevel.LightManager.Add("CameraLight", new PointLight(Vector3.Zero, Vector3.One)); // Add the light manager to the service container game.Services.AddService(typeof(LightManager), gameLevel.LightManager); The game level has two lights: a main light positioned at (10000, 10000, 10000), which barely illuminates the scene, and a camera light positioned at the camera position, which highly illuminates the scene. You add these lights to the LightManager, which is also added to the game services container. After creating the camera and lights, create the game s terrain and its material: // Create the terrain gameLevel.Terrain = new Terrain(game); gameLevel.Terrain.Initialize(); gameLevel.Terrain.Load("Terrain1", 128, 128, 12.0f, 1.0f);

In Listing 6-27, for example, the form element is declared by using the form:form custom tag. This needs no additional parameters because by default the form will be submitted by using POST, the path for submission will be the same as the original form request path, the command object s name will be command, and the default form encoding will be used all of which is the desired behavior. Table 6-1 shows the standard form tags. As you can see, these generally correspond closely to the form field types.

 

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