Public feed #887360

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public text v1 · immutable
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·published 2008-02-01 07:58 UTC
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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
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    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";
        }

        /// <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()
        {
            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();
        }

        /// <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);

            carModel = Content.Load<Model>(@"Models\car");
            // TODO: use this.Content to load your game content here
        }

        /// <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 (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            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)
        {
            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);
        }
    }
}