Beispiel #1
0
 public static void BuildAllComponents(List <Body> components, Room room, ParticleManager particles)
 {
     foreach (Body createdComponent in components)
     {
         Vector3 endPos          = createdComponent.LocalTransform.Translation;
         Matrix  offsetTransform = createdComponent.LocalTransform;
         offsetTransform.Translation    += new Vector3(0, -1, 0);
         createdComponent.LocalTransform = offsetTransform;
         createdComponent.AnimationQueue.Add(new EaseMotion(0.8f, offsetTransform, endPos));
         room.AddBody(createdComponent);
         particles.Trigger("puff", endPos + new Vector3(0.5f, 0.5f, 0.5f), Color.White, 10);
         createdComponent.SetFlagRecursive(GameComponent.Flag.Active, true);
     }
 }
Beispiel #2
0
        public static void GenerateRoomComponentsTemplate(Room room, ComponentManager componentManager, Microsoft.Xna.Framework.Content.ContentManager content, GraphicsDevice graphics)
        {
            RoomTile[,] currentTiles = RoomTemplate.CreateFromRoom(room, room.Chunks);
            float[,] rotations       = new float[currentTiles.GetLength(0), currentTiles.GetLength(1)];
            foreach (RoomTemplate template in room.RoomData.Templates)
            {
                for (int r = -2; r < currentTiles.GetLength(0) + 1; r++)
                {
                    for (int c = -2; c < currentTiles.GetLength(1) + 1; c++)
                    {
                        for (int rotation = 0; rotation < 5; rotation++)
                        {
                            if (MathFunctions.RandEvent(template.Probability))
                            {
                                template.PlaceTemplate(ref currentTiles, ref rotations, r, c);
                                template.RotateClockwise(1);
                            }
                        }
                    }
                }
            }

            BoundingBox box = room.GetBoundingBox();

            int thingsMade = 0;

            for (int r = 0; r < currentTiles.GetLength(0); r++)
            {
                for (int c = 0; c < currentTiles.GetLength(1); c++)
                {
                    RoomTile tile             = currentTiles[r, c];
                    Body     createdComponent = null;
                    Vector3  noise            =
                        VertexNoise.GetNoiseVectorFromRepeatingTexture(box.Min +
                                                                       new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1));
                    switch (tile)
                    {
                    case RoomTile.Wheat:
                        createdComponent = EntityFactory.CreateEntity <Body>("Wheat", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Mushroom:
                        createdComponent = EntityFactory.CreateEntity <Body>("Mushroom", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Table:
                        createdComponent = EntityFactory.CreateEntity <Body>("Table", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Lamp:
                        createdComponent = EntityFactory.CreateEntity <Body>("Lamp", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Flag:
                        createdComponent = EntityFactory.CreateEntity <Body>("Flag", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Chair:
                        createdComponent = EntityFactory.CreateEntity <Body>("Chair", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.BookTable:
                        createdComponent = EntityFactory.CreateEntity <Body>(MathFunctions.RandEvent(0.5f) ? "BookTable" : "PotionTable", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Anvil:
                        createdComponent = EntityFactory.CreateEntity <Body>("Anvil", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Forge:
                        createdComponent = EntityFactory.CreateEntity <Body>("Forge", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Target:
                        createdComponent = EntityFactory.CreateEntity <Body>("Target", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Strawman:
                        createdComponent = EntityFactory.CreateEntity <Body>("Strawman", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.BookShelf:
                        createdComponent = EntityFactory.CreateEntity <Body>("Bookshelf", box.Min + new Vector3(r - 1 + 0.5f, 1.5f, c - 1 + 0.5f) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Pillow:

                        for (int dx = -1; dx < 2; dx++)
                        {
                            for (int dy = -1; dy < 2; dy++)
                            {
                                if (Math.Abs(dx) + Math.Abs(dy) != 1 || r + dx < 0 || r + dx >= currentTiles.GetLength(0) || c + dy < 0 || c + dy >= currentTiles.GetLength(1))
                                {
                                    continue;
                                }

                                if (currentTiles[r + dx, c + dy] != RoomTile.Bed)
                                {
                                    continue;
                                }

                                createdComponent = EntityFactory.CreateEntity <Body>("Bed", box.Min + new Vector3(r - 1 + 0.5f, 1.5f, c - 1 + 0.5f) + noise);

                                /*
                                 * float angle = (float) Math.Atan2(dx, dy);
                                 *
                                 * Vector3 translation = createdComponent.LocalTransform.Translation;
                                 * Matrix bedRotation = Matrix.CreateRotationY(angle);
                                 * createdComponent.LocalTransform = Matrix.CreateTranslation(new Vector3(-0.5f, 0, -0.5f)) * bedRotation * Matrix.CreateTranslation(new Vector3(0.5f, 0, 0.5f)) * Matrix.CreateTranslation(translation);
                                 * createdComponent.BoundingBoxPos = Vector3.Transform(createdComponent.BoundingBoxPos, bedRotation);
                                 * createdComponent.BoundingBox.Min = Vector3.Transform(createdComponent.BoundingBox.Min - translation, bedRotation) + translation;
                                 * createdComponent.BoundingBox.Max = Vector3.Transform(createdComponent.BoundingBox.Max - translation, bedRotation) + translation;
                                 */
                                break;
                            }
                        }


                        thingsMade++;
                        break;

                    default:
                        break;
                    }

                    if (createdComponent != null)
                    {
                        createdComponent.LocalTransform = Matrix.CreateRotationY(-(rotations[r, c] + (float)Math.PI * 0.5f)) * createdComponent.LocalTransform;
                        Vector3 endPos          = createdComponent.LocalTransform.Translation;
                        Matrix  offsetTransform = createdComponent.LocalTransform;
                        offsetTransform.Translation    += new Vector3(0, -1, 0);
                        createdComponent.LocalTransform = offsetTransform;
                        createdComponent.AnimationQueue.Add(new EaseMotion(0.8f, offsetTransform, endPos));
                        room.AddBody(createdComponent);
                        PlayState.ParticleManager.Trigger("puff", endPos + new Vector3(0.5f, 0.5f, 0.5f), Color.White, 10);
                    }
                }
            }
        }
Beispiel #3
0
        public static void GenerateRoomComponentsTemplate(Room room, ComponentManager componentManager, Microsoft.Xna.Framework.Content.ContentManager content, GraphicsDevice graphics)
        {
            RoomTile[,] currentTiles = RoomTemplate.CreateFromRoom(room, room.Chunks);
            float[,] rotations = new float[currentTiles.GetLength(0), currentTiles.GetLength(1)];
            foreach (RoomTemplate template in room.RoomData.Templates)
            {
                for (int r = -2; r < currentTiles.GetLength(0) + 1; r++)
                {
                    for (int c = -2; c < currentTiles.GetLength(1) + 1; c++)
                    {
                        for (int rotation = 0; rotation < 5; rotation++)
                        {
                            if (MathFunctions.RandEvent(template.Probability))
                            {
                                template.PlaceTemplate(ref currentTiles, ref rotations, r, c);
                                template.RotateClockwise(1);
                            }
                        }
                    }
                }
            }

            BoundingBox box = room.GetBoundingBox();

            int thingsMade = 0;
            for(int r = 0; r < currentTiles.GetLength(0); r++)
            {
                for(int c = 0; c < currentTiles.GetLength(1); c++)
                {
                    RoomTile tile = currentTiles[r, c];
                    Body createdComponent = null;
                    Vector3 noise =
                        VertexNoise.GetNoiseVectorFromRepeatingTexture(box.Min +
                                                                       new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1));
                    switch(tile)
                    {
                        case RoomTile.Wheat:
                            createdComponent = EntityFactory.CreateEntity<Body>("Wheat", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                            thingsMade++;
                            break;

                        case RoomTile.Mushroom:
                            createdComponent = EntityFactory.CreateEntity<Body>("Mushroom", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                            thingsMade++;
                            break;

                        case RoomTile.Table:
                            createdComponent = EntityFactory.CreateEntity<Body>("Table", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                            thingsMade++;
                            break;
                        case RoomTile.Lamp:
                            createdComponent = EntityFactory.CreateEntity<Body>("Lamp", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                            thingsMade++;
                            break;
                        case RoomTile.Flag:
                            createdComponent = EntityFactory.CreateEntity<Body>("Flag", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                            thingsMade++;
                            break;
                        case RoomTile.Chair:
                            createdComponent = EntityFactory.CreateEntity<Body>("Chair", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                            thingsMade++;
                            break;
                        case RoomTile.BookTable:
                            createdComponent = EntityFactory.CreateEntity<Body>(MathFunctions.RandEvent(0.5f) ? "BookTable" : "PotionTable", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                            thingsMade++;
                            break;
                        case RoomTile.Anvil:
                            createdComponent = EntityFactory.CreateEntity<Body>("Anvil", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                            thingsMade++;
                            break;
                        case RoomTile.Forge:
                            createdComponent = EntityFactory.CreateEntity<Body>("Forge", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                            thingsMade++;
                            break;
                        case RoomTile.Target:
                            createdComponent = EntityFactory.CreateEntity<Body>("Target", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                            thingsMade++;
                            break;
                        case RoomTile.Strawman:
                            createdComponent = EntityFactory.CreateEntity<Body>("Strawman", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                            thingsMade++;
                            break;
                        case RoomTile.BookShelf:
                            createdComponent = EntityFactory.CreateEntity<Body>("Bookshelf", box.Min + new Vector3(r - 1 + 0.5f, 1.5f, c - 1 + 0.5f) + noise);
                            thingsMade++;
                            break;
                        case RoomTile.Pillow:

                            for(int dx = -1; dx < 2; dx++)
                            {
                                for(int dy = -1; dy < 2; dy++)
                                {
                                    if(Math.Abs(dx) + Math.Abs(dy) != 1 || r + dx < 0 || r + dx >= currentTiles.GetLength(0) || c + dy < 0 || c + dy >= currentTiles.GetLength(1))
                                    {
                                        continue;
                                    }

                                    if(currentTiles[r + dx, c + dy] != RoomTile.Bed)
                                    {
                                        continue;
                                    }

                                    createdComponent = EntityFactory.CreateEntity<Body>("Bed", box.Min + new Vector3(r - 1 + 0.5f, 1.5f, c - 1 + 0.5f) + noise);
                                    /*
                                    float angle = (float) Math.Atan2(dx, dy);

                                    Vector3 translation = createdComponent.LocalTransform.Translation;
                                    Matrix bedRotation = Matrix.CreateRotationY(angle);
                                    createdComponent.LocalTransform = Matrix.CreateTranslation(new Vector3(-0.5f, 0, -0.5f)) * bedRotation * Matrix.CreateTranslation(new Vector3(0.5f, 0, 0.5f)) * Matrix.CreateTranslation(translation);
                                    createdComponent.BoundingBoxPos = Vector3.Transform(createdComponent.BoundingBoxPos, bedRotation);
                                    createdComponent.BoundingBox.Min = Vector3.Transform(createdComponent.BoundingBox.Min - translation, bedRotation) + translation;
                                    createdComponent.BoundingBox.Max = Vector3.Transform(createdComponent.BoundingBox.Max - translation, bedRotation) + translation;
                                     */
                                    break;
                                }
                            }

                            thingsMade++;
                            break;
                        default:
                            break;
                    }

                    if(createdComponent != null)
                    {
                        createdComponent.LocalTransform = Matrix.CreateRotationY(-(rotations[r, c] + (float)Math.PI * 0.5f)) * createdComponent.LocalTransform;
                        Vector3 endPos = createdComponent.LocalTransform.Translation;
                        Matrix offsetTransform = createdComponent.LocalTransform;
                        offsetTransform.Translation += new Vector3(0, -1, 0);
                        createdComponent.LocalTransform = offsetTransform;
                        createdComponent.AnimationQueue.Add(new EaseMotion(0.8f, offsetTransform, endPos));
                        room.AddBody(createdComponent);
                        PlayState.ParticleManager.Trigger("puff", endPos + new Vector3(0.5f, 0.5f, 0.5f), Color.White, 10);
                    }
                }
            }
        }