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 _D_Car_Driver { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Matrix cameraProjectionMatrix; Matrix cameraViewMatrix; Model carModel; Vector3 carPosition = Vector3.Zero; Vector3 carVelocity = Vector3.Zero; Vector3 carRotation = Vector3.Zero; Vector3 cameraPosition = new Vector3(40f, 40f, 160f); Vector3 cameraLookAt = Vector3.Zero; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// /// 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() { cameraViewMatrix = Matrix.CreateLookAt(cameraPosition, cameraLookAt, Vector3.Up); cameraProjectionMatrix = Matrix.CreatePerspectiveFieldOfView( 45f, (float)graphics.GraphicsDevice.Viewport.Width / (float)graphics.GraphicsDevice.Viewport.Height, 1f, 10000f); base.Initialize(); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); carModel = Content.Load(@"Models\car"); // TODO: use this.Content to load your game content here } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); foreach (ModelMesh mesh in carModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.LightingEnabled = true; effect.EnableDefaultLighting(); effect.World = Matrix.CreateFromYawPitchRoll(carRotation.Y, carRotation.X, carRotation.Z) * Matrix.CreateTranslation(carPosition); effect.Projection = cameraProjectionMatrix; effect.View = cameraViewMatrix; } } base.Draw(gameTime); } } }