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Tutorial.cs
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Tutorial.cs
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using Mogre;
using Mogre.TutorialFramework;
//using System;
using PhysicsEng;
using System.Collections.Generic;
using RaceGame;
namespace Mogre.Tutorial
{
class Tutorial : BaseApplication
{
#region Fields
Physics physics;
Environment environment; // Field which will contain an instance of the ground and wall class
Robot robot; // This fields is goning to contain an instance of the Robot class
List<Robot> robots;
List<Robot> robotsToRemove;
PlayerModel playerModel;
SceneNode cameraNode;
InputsManager inputsManager = InputsManager.Instance;
GameInterface gameHMD;
List<Bomb> bombs;
List<Bomb> bombsToRemove;
static public bool shoot;
#endregion
public static void Main()
{
new Tutorial().Go(); // This method starts the rendering loop
}
#region Create Scene()
/// <summary>
/// This method create the initial scene
/// </summary>
protected override void CreateScene()
{
#region Basics
physics = new Physics();
robot = new Robot(mSceneMgr);
robot.setPosition(new Vector3(000, 0, 300));
environment = new Environment(mSceneMgr, mWindow);
playerModel = new PlayerModel(mSceneMgr);
playerModel.setPosition(new Vector3(0, -80, 50));
playerModel.hRotate(new Vector3(600, 0, 0));
#endregion
#region Camera
cameraNode = mSceneMgr.CreateSceneNode();
cameraNode.AttachObject(mCamera);
playerModel.AddChild(cameraNode);
inputsManager.PlayerModel = playerModel;
#endregion
#region Part 9
PlayerStats playerStats = new PlayerStats();
gameHMD = new GameInterface(mSceneMgr, mWindow, playerStats);
#endregion
robots = new List<Robot>();
robots.Add(robot);
robotsToRemove = new List<Robot>();
bombs = new List<Bomb>();
bombsToRemove = new List<Bomb>();
physics.StartSimTimer();
}
#endregion
#region Destroy Scene ()
/// <summary>
/// This method destrois the scene
/// </summary>
protected override void DestroyScene()
{
//manObjExample.Dispose();
base.DestroyScene();
#region Basics
if (robot != null)
robot.Dispose();
if (environment != null)
environment.Dispose();
if (playerModel != null)
playerModel.Dispose();
#endregion
#region Part 6
//cameraNode.DetachAllObjects();
//cameraNode.Dispose();
#endregion
#region Part 9
gameHMD.Dispose();
#endregion
foreach (Bomb bomb in bombs)
{
bomb.Dispose();
}
physics.Dispose();
}
#endregion
#region Create Camera ()
/// <summary>
/// This method create a new camera
/// </summary>
protected override void CreateCamera()
{
//base.CreateCamera();
#region Part 6
mCamera = mSceneMgr.CreateCamera("PlayerCam");
mCamera.Position = new Vector3(000, 100, 250);
mCamera.LookAt(new Vector3(000, 000, 000));
mCamera.NearClipDistance = 5;
mCamera.FarClipDistance = 1000;
mCamera.FOVy = new Degree(70);
mCameraMan = new CameraMan(mCamera);
mCameraMan.Freeze = true;
#endregion
}
#endregion
#region Create Viewports()
/// <summary>
/// This method create a new viewport
/// </summary>
protected override void CreateViewports()
{
base.CreateViewports();
#region Part 6
//Viewport viewport = mWindow.AddViewport(mCamera);
//viewport.BackgroundColour = ColourValue.Black;
//mCamera.AspectRatio = viewport.ActualWidth / viewport.ActualHeight;
#endregion
}
#endregion
#region UpdateScene()
/// <summary>
/// This method update the scene after a frame has finished rendering
/// </summary>
/// <param name="evt"></param>
protected override void UpdateScene(FrameEvent evt)
{
physics.UpdatePhysics(0.01f);
base.UpdateScene(evt);
robot.Animate(evt);
//playerModel.Animate(evt);
gameHMD.Update(evt);
mCamera.LookAt(playerModel.Position);
if (shoot) { AddBomb(); }
foreach (Bomb bomb in bombs)
{
bomb.Update(evt);
if (bomb.RemoveMe)
bombsToRemove.Add(bomb);
}
foreach (Bomb bomb in bombsToRemove)
{
bombs.Remove(bomb);
bomb.Dispose();
}
bombsToRemove.Clear();
shoot = false;
}
#endregion
#region AddBomb()
/// <summary>
/// This method generate a new bomb in the list
/// </summary>
private void AddBomb()
{
Bomb bomb = new Bomb(mSceneMgr);
bomb.SetPosition(new Vector3(Mogre.Math.RangeRandom(0, 100), 100, Mogre.Math.RangeRandom(0, 100)));
bombs.Add(bomb);
}
#endregion
#region CreateFrameListiner()
/// <summary>
/// This method set create a frame listener to handle events before, during or after the frame rendering
/// </summary>
protected override void CreateFrameListeners()
{
base.CreateFrameListeners();
mRoot.FrameRenderingQueued +=
new FrameListener.FrameRenderingQueuedHandler(inputsManager.ProcessInput);
}
#endregion
#region InitializeInput()
/// <summary>
/// This method initilize the inputs reading from keyboard adn mouse
/// </summary>
protected override void InitializeInput()
{
base.InitializeInput();
int windowHandle;
mWindow.GetCustomAttribute("WINDOW", out windowHandle);
inputsManager.InitInput(ref windowHandle);
}
#endregion
}
}