Some extra stuff
So since we are scrapping Nick H's Dragon level entirely and having Nick R. create a newer and hopefully better one, he wants me to see if I can add the dragon flying in the background of our main menu scene.
I get to work and its surprisingly easy to do.
So in the BackgroundScene.cs i create the Dragon and give the right position and rotations:
Dragon dragon = new Dragon(this.contentManager.Load<SkinnedModel>("Models/Enemy_Dragon"), Vector3.Zero, Quaternion.Identity, Vector3.Zero, null, this.contentManager);
dragonController = new DragonAnimationController(dragon, this.contentManager.Load<SkinnedModel>("Models/Enemy_Dragon"), this.contentManager);
dragonController.crossFadeToClip(DragonAnimationState.Fly);
dragonController.enemy.Position = dragonTransform;
dragonController.enemy.Rotation = Quaternion.CreateFromAxisAngle(Vector3.Up, (float)(Math.PI / 2));
And then I move him around the background so he flys back and forth:
dragonController.enemy.Position += Vector3.UnitX * (dragonSpeed * dir);
if (dragonController.enemy.Position.X <= -105)
{
dir = 1;
dragonController.enemy.Rotation = Quaternion.CreateFromAxisAngle(Vector3.Up, (float)(3 * (Math.PI) / 2));
}
if (dragonController.enemy.Position.X >= 110)
{
dir = -1;
dragonController.enemy.Rotation = Quaternion.CreateFromAxisAngle(Vector3.Up, (float)(Math.PI / 2));
}
dragonController.Update(gameTime);
It adds some really nice polish to already amazing menu scene.
I also redid the entire backgroundScene to add in the new 3d trees that do not have the white lines. I also added in clouds and filled the area with more trees to hide the line between the sky and ground.
It was fairly hard work since it was all one mesh instead of separated out individual models. And worse, was that most of the artists were busy with other things so i had to learn how to use maya to import and export models correctly. It took me awhile but the results were very good and i was able to streamline the process of getting models in the main menu scene better.













