Ejemplo n.º 1
0
        protected override void LoadContent()
        {
            var graphicsDevice = GraphicsDevice;

            _effect = new DefaultEffect(graphicsDevice)
            {
                TextureEnabled     = true,
                VertexColorEnabled = true
            };
            _batcher     = new Batcher2D(graphicsDevice);
            _spriteBatch = new SpriteBatch(graphicsDevice);
            _bitmapFont  = Content.Load <BitmapFont>("Fonts/montserrat-32");

            // load the texture for the sprites
            _spriteTexture1 = Content.Load <Texture2D>("Textures/logo-square-128");
            _spriteTexture2 = Content.Load <Texture2D>("Textures/logo-square-512");
            _spriteOrigin   = new Vector2(_spriteTexture1.Width * 0.5f, _spriteTexture1.Height * 0.5f);
            _spriteScale    = new Vector2(0.5f);

            var viewport = GraphicsDevice.Viewport;

            // ReSharper disable once ForCanBeConvertedToForeach
            for (var index = 0; index < _sprites.Length; index++)
            {
                var sprite = _sprites[index];
                sprite.Position = new Vector2(_random.Next(viewport.X, viewport.Width),
                                              _random.Next(viewport.Y, viewport.Height));
                sprite.Rotation = MathHelper.ToRadians(_random.Next(0, 360));
                sprite.Texture  = index % 2 == 0 ? _spriteTexture1 : _spriteTexture2;
                _sprites[index] = sprite;
            }
        }
Ejemplo n.º 2
0
        public override void Initialize()
        {
            base.Initialize();
            lock (GlitchyRespawner.StaticLock)
            {
                if (GlitchyRespawner.FullbrightEffect == null)
                {
                    DefaultEffect.Textured local_0 = new DefaultEffect.Textured();
                    local_0.Fullbright = true;
                    GlitchyRespawner.FullbrightEffect = (DefaultEffect)local_0;
                }
                if (GlitchyRespawner.CubemappedEffect == null)
                {
                    GlitchyRespawner.CubemappedEffect = new CubemappedEffect();
                }
            }
            this.SpawnMesh = new Mesh()
            {
                SamplerState = SamplerState.PointClamp,
                DepthWrites  = false,
                Effect       = (BaseEffect)GlitchyRespawner.CubemappedEffect
            };
            ShaderInstancedIndexedPrimitives <VertexPositionNormalTextureInstance, Vector4> geometry = this.Instance.Trile.Geometry;
            IndexedUserPrimitives <VertexPositionNormalTextureInstance> indexedUserPrimitives        = new IndexedUserPrimitives <VertexPositionNormalTextureInstance>(geometry.Vertices, geometry.Indices, geometry.PrimitiveType);
            Group group = this.SpawnMesh.AddGroup();

            group.Geometry = (IIndexedPrimitiveCollection)indexedUserPrimitives;
            group.Texture  = (Texture)this.LevelMaterializer.TrilesMesh.Texture;
            if (ActorTypeExtensions.IsPickable(this.Instance.Trile.ActorSettings.Type))
            {
                this.Instance.Phi = (float)FezMath.Round((double)this.Instance.Phi / 1.57079637050629) * 1.570796f;
            }
            group.Rotation = Quaternion.CreateFromAxisAngle(Vector3.Up, this.Instance.Phi);
            if (this.Instance.Trile.ActorSettings.Type == ActorType.CubeShard || this.Instance.Trile.ActorSettings.Type == ActorType.SecretCube || this.Instance.Trile.ActorSettings.Type == ActorType.PieceOfHeart)
            {
                group.Rotation = Quaternion.CreateFromAxisAngle(Vector3.Left, (float)Math.Asin(Math.Sqrt(2.0) / Math.Sqrt(3.0))) * Quaternion.CreateFromAxisAngle(Vector3.Down, 0.7853982f) * group.Rotation;
            }
            this.Instance.Foreign = true;
            this.StarsTexture     = this.CMProvider.Global.Load <Texture2D>("Other Textures/black_hole/Stars");
            if (this.EmitOrNot)
            {
                SoundEmitter soundEmitter = SoundEffectExtensions.EmitAt(this.CMProvider.Global.Load <SoundEffect>("Sounds/MiscActors/GlitchyRespawn"), this.Instance.Center);
                soundEmitter.PauseViewTransitions = true;
                soundEmitter.FactorizeVolume      = true;
            }
            this.LightingPostProcess.DrawOnTopLights += new Action(this.DrawLights);
            this.LevelManager.LevelChanging          += new Action(this.Kill);
        }
        public void UnloadDirect3D()
        {
            if (!Ready)
            {
                return;
            }

            TextureCache.Dispose();

            DefaultTextureView.Dispose();
            DefaultTexture.Dispose();
            SampleState.Dispose();
            DefaultEffect.Dispose();
            BackBufferView.Dispose();
            BackBuffer.Dispose();
            DepthBufferView.Dispose();
            DepthBuffer.Dispose();
            Device.Dispose();
        }
Ejemplo n.º 4
0
        public override void Initialize()
        {
            base.Initialize();
            this.LogoMesh = new Mesh()
            {
                AlwaysOnTop = true,
                DepthWrites = false,
                Blending    = new BlendingMode?(BlendingMode.Alphablending),
                Effect      = (BaseEffect)(this.FezEffect = (DefaultEffect) new DefaultEffect.VertexColored())
            };
            this.WireMesh = new Mesh()
            {
                DepthWrites = false,
                AlwaysOnTop = true,
                Effect      = this.LogoMesh.Effect
            };
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(0.0f, 0.0f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(0.0f, 1f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(0.0f, 2f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(1f, 2f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(0.0f, 3f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(1f, 3f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(2f, 3f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(4f, 0.0f, 0.0f) + new Vector3(0.0f, 0.0f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(4f, 0.0f, 0.0f) + new Vector3(1f, 0.0f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(4f, 0.0f, 0.0f) + new Vector3(2f, 0.0f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(4f, 0.0f, 0.0f) + new Vector3(0.0f, 1f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(4f, 0.0f, 0.0f) + new Vector3(0.0f, 2f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(4f, 0.0f, 0.0f) + new Vector3(1f, 2f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(4f, 0.0f, 0.0f) + new Vector3(0.0f, 3f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(4f, 0.0f, 0.0f) + new Vector3(1f, 3f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(4f, 0.0f, 0.0f) + new Vector3(2f, 3f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(8f, 0.0f, 0.0f) + new Vector3(0.0f, 0.0f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(8f, 0.0f, 0.0f) + new Vector3(1f, 0.0f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(8f, 0.0f, 0.0f) + new Vector3(2f, 0.0f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(8f, 0.0f, 0.0f) + new Vector3(0.0f, 1f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(8f, 0.0f, 0.0f) + new Vector3(1f, 1f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(8f, 0.0f, 0.0f) + new Vector3(2f, 2f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(8f, 0.0f, 0.0f) + new Vector3(0.0f, 3f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(8f, 0.0f, 0.0f) + new Vector3(1f, 3f, 0.0f), Color.Black, false);
            this.LogoMesh.AddColoredBox(Vector3.One, new Vector3(8f, 0.0f, 0.0f) + new Vector3(2f, 3f, 0.0f), Color.Black, false);
            Group group1 = this.WireMesh.AddGroup();
            IndexedUserPrimitives <FezVertexPositionColor> indexedUserPrimitives1 = new IndexedUserPrimitives <FezVertexPositionColor>(PrimitiveType.LineList);

            group1.Geometry = (IIndexedPrimitiveCollection)indexedUserPrimitives1;
            indexedUserPrimitives1.Vertices = new FezVertexPositionColor[16]
            {
                new FezVertexPositionColor(new Vector3(0.0f, 0.0f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(1f, 0.0f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(1f, 2f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(2f, 2f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(2f, 3f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(3f, 3f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(3f, 4f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(0.0f, 4f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(0.0f, 0.0f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(1f, 0.0f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(1f, 2f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(2f, 2f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(2f, 3f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(3f, 3f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(3f, 4f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(0.0f, 4f, 1f), Color.White)
            };
            indexedUserPrimitives1.Indices = new int[50]
            {
                0,
                1,
                1,
                2,
                2,
                3,
                3,
                4,
                4,
                5,
                5,
                6,
                6,
                7,
                7,
                0,
                8,
                9,
                9,
                10,
                10,
                11,
                11,
                12,
                12,
                13,
                13,
                14,
                14,
                15,
                15,
                8,
                0,
                8,
                1,
                9,
                2,
                10,
                3,
                11,
                4,
                12,
                5,
                13,
                6,
                14,
                7,
                15,
                0,
                8
            };
            Group group2 = this.WireMesh.AddGroup();
            IndexedUserPrimitives <FezVertexPositionColor> indexedUserPrimitives2 = new IndexedUserPrimitives <FezVertexPositionColor>(PrimitiveType.LineList);

            group2.Geometry = (IIndexedPrimitiveCollection)indexedUserPrimitives2;
            indexedUserPrimitives2.Vertices = new FezVertexPositionColor[20]
            {
                new FezVertexPositionColor(new Vector3(4f, 0.0f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(7f, 0.0f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(7f, 1f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(5f, 1f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(5f, 2f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(6f, 2f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(6f, 3f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(7f, 3f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(7f, 4f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(4f, 4f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(4f, 0.0f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(7f, 0.0f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(7f, 1f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(5f, 1f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(5f, 2f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(6f, 2f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(6f, 3f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(7f, 3f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(7f, 4f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(4f, 4f, 1f), Color.White)
            };
            indexedUserPrimitives2.Indices = new int[60]
            {
                0,
                1,
                1,
                2,
                2,
                3,
                3,
                4,
                4,
                5,
                5,
                6,
                6,
                7,
                7,
                8,
                8,
                9,
                9,
                0,
                10,
                11,
                11,
                12,
                12,
                13,
                13,
                14,
                14,
                15,
                15,
                16,
                16,
                17,
                17,
                18,
                18,
                19,
                19,
                10,
                0,
                10,
                1,
                11,
                2,
                12,
                3,
                13,
                4,
                14,
                5,
                15,
                6,
                16,
                7,
                17,
                8,
                18,
                9,
                19
            };
            Group group3 = this.WireMesh.AddGroup();
            IndexedUserPrimitives <FezVertexPositionColor> indexedUserPrimitives3 = new IndexedUserPrimitives <FezVertexPositionColor>(PrimitiveType.LineList);

            group3.Geometry = (IIndexedPrimitiveCollection)indexedUserPrimitives3;
            indexedUserPrimitives3.Vertices = new FezVertexPositionColor[22]
            {
                new FezVertexPositionColor(new Vector3(8f, 0.0f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(11f, 0.0f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(11f, 1f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(10f, 1f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(10f, 2f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(11f, 2f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(11f, 4f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(8f, 4f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(8f, 3f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(10f, 3f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(8f, 2f, 0.0f), Color.White),
                new FezVertexPositionColor(new Vector3(8f, 0.0f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(11f, 0.0f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(11f, 1f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(10f, 1f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(10f, 2f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(11f, 2f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(11f, 4f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(8f, 4f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(8f, 3f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(10f, 3f, 1f), Color.White),
                new FezVertexPositionColor(new Vector3(8f, 2f, 1f), Color.White)
            };
            indexedUserPrimitives3.Indices = new int[70]
            {
                0,
                1,
                1,
                2,
                2,
                3,
                3,
                4,
                4,
                5,
                5,
                6,
                6,
                7,
                7,
                8,
                8,
                9,
                9,
                4,
                4,
                10,
                10,
                0,
                11,
                12,
                12,
                13,
                13,
                14,
                14,
                15,
                15,
                16,
                16,
                17,
                17,
                18,
                18,
                19,
                19,
                20,
                20,
                15,
                15,
                21,
                21,
                11,
                0,
                11,
                1,
                12,
                2,
                13,
                3,
                14,
                4,
                15,
                5,
                16,
                6,
                17,
                7,
                18,
                8,
                19,
                9,
                20,
                10,
                21
            };
            this.WireMesh.Position = this.LogoMesh.Position = new Vector3(-5.5f, -2f, -0.5f);
            this.WireMesh.BakeTransform <FezVertexPositionColor>();
            this.LogoMesh.BakeTransform <FezVertexPositionColor>();
            ContentManager contentManager = this.CMProvider.Get(CM.Menu);

            this.sGlitch1 = contentManager.Load <SoundEffect>("Sounds/Intro/FezLogoGlitch1");
            this.sGlitch2 = contentManager.Load <SoundEffect>("Sounds/Intro/FezLogoGlitch2");
            this.sGlitch3 = contentManager.Load <SoundEffect>("Sounds/Intro/FezLogoGlitch3");
            ServiceHelper.AddComponent((IGameComponent)(this.Starfield = new StarField(this.Game)));
            this.Starfield.Opacity         = 0.0f;
            this.LogoMesh.Material.Opacity = 0.0f;
            this.untilGlitch = RandomHelper.Between(1.0 / 3.0, 1.0);
        }
Ejemplo n.º 5
0
        public override void Initialize()
        {
            base.Initialize();
            this.sBlueZoomOut               = this.CMProvider.Get(CM.EndCutscene).Load <SoundEffect>("Sounds/Ending/Cutscene64/BlueZoomOut");
            this.sProgressiveAppear         = this.CMProvider.Get(CM.EndCutscene).Load <SoundEffect>("Sounds/Ending/Cutscene64/CubesProgressiveAppear");
            this.sFadeOut                   = this.CMProvider.Get(CM.EndCutscene).Load <SoundEffect>("Sounds/Ending/Cutscene64/CubesFadeOut");
            this.LevelManager.ActualAmbient = new Color(0.25f, 0.25f, 0.25f);
            this.LevelManager.ActualDiffuse = Color.White;
            Random random = RandomHelper.Random;
            float  y1     = 1f / (float)Math.Sqrt(6.0);
            float  z1     = (float)Math.Sqrt(3.0) / 2f;
            float  y2     = (float)Math.Sqrt(2.0 / 3.0);
            float  z2     = (float)(1.0 / (2.0 * Math.Sqrt(3.0)));
            float  x      = 1f / (float)Math.Sqrt(2.0);

            VertexPositionNormalColor[] vertices = new VertexPositionNormalColor[864000];
            int[] indices = new int[1296000];
            int   num1    = 0;
            int   num2    = 0;

            for (int index1 = -100; index1 < 100; ++index1)
            {
                for (int index2 = -180; index2 < 180; ++index2)
                {
                    Color   color   = index2 != 0 || index1 != 0 ? MulticoloredSpace.Colors[random.Next(0, MulticoloredSpace.Colors.Length)] : MulticoloredSpace.MainCubeColor;
                    Vector3 vector3 = new Vector3((float)(index2 * 6), (float)(index1 * 6 + (Math.Abs(index2) % 2 == 0 ? 0 : 3)), 0.0f);
                    int     num3    = num1;
                    VertexPositionNormalColor[] positionNormalColorArray1 = vertices;
                    int index3 = num1;
                    int num4   = 1;
                    int num5   = index3 + num4;
                    positionNormalColorArray1[index3] = new VertexPositionNormalColor(new Vector3(x, -y1, -z2) + vector3, new Vector3(-1f, 0.0f, 0.0f), color);
                    VertexPositionNormalColor[] positionNormalColorArray2 = vertices;
                    int index4 = num5;
                    int num6   = 1;
                    int num7   = index4 + num6;
                    positionNormalColorArray2[index4] = new VertexPositionNormalColor(new Vector3(x, y1, z2) + vector3, new Vector3(-1f, 0.0f, 0.0f), color);
                    VertexPositionNormalColor[] positionNormalColorArray3 = vertices;
                    int index5 = num7;
                    int num8   = 1;
                    int num9   = index5 + num8;
                    positionNormalColorArray3[index5] = new VertexPositionNormalColor(new Vector3(0.0f, 0.0f, z1) + vector3, new Vector3(-1f, 0.0f, 0.0f), color);
                    VertexPositionNormalColor[] positionNormalColorArray4 = vertices;
                    int index6 = num9;
                    int num10  = 1;
                    int num11  = index6 + num10;
                    positionNormalColorArray4[index6] = new VertexPositionNormalColor(new Vector3(0.0f, -y2, z2) + vector3, new Vector3(-1f, 0.0f, 0.0f), color);
                    VertexPositionNormalColor[] positionNormalColorArray5 = vertices;
                    int index7 = num11;
                    int num12  = 1;
                    int num13  = index7 + num12;
                    positionNormalColorArray5[index7] = new VertexPositionNormalColor(new Vector3(0.0f, -y2, z2) + vector3, new Vector3(0.0f, 0.0f, -1f), color);
                    VertexPositionNormalColor[] positionNormalColorArray6 = vertices;
                    int index8 = num13;
                    int num14  = 1;
                    int num15  = index8 + num14;
                    positionNormalColorArray6[index8] = new VertexPositionNormalColor(new Vector3(0.0f, 0.0f, z1) + vector3, new Vector3(0.0f, 0.0f, -1f), color);
                    VertexPositionNormalColor[] positionNormalColorArray7 = vertices;
                    int index9 = num15;
                    int num16  = 1;
                    int num17  = index9 + num16;
                    positionNormalColorArray7[index9] = new VertexPositionNormalColor(new Vector3(-x, y1, z2) + vector3, new Vector3(0.0f, 0.0f, -1f), color);
                    VertexPositionNormalColor[] positionNormalColorArray8 = vertices;
                    int index10 = num17;
                    int num18   = 1;
                    int num19   = index10 + num18;
                    positionNormalColorArray8[index10] = new VertexPositionNormalColor(new Vector3(-x, -y1, -z2) + vector3, new Vector3(0.0f, 0.0f, -1f), color);
                    VertexPositionNormalColor[] positionNormalColorArray9 = vertices;
                    int index11 = num19;
                    int num20   = 1;
                    int num21   = index11 + num20;
                    positionNormalColorArray9[index11] = new VertexPositionNormalColor(new Vector3(0.0f, y2, -z2) + vector3, new Vector3(0.0f, 1f, 0.0f), color);
                    VertexPositionNormalColor[] positionNormalColorArray10 = vertices;
                    int index12 = num21;
                    int num22   = 1;
                    int num23   = index12 + num22;
                    positionNormalColorArray10[index12] = new VertexPositionNormalColor(new Vector3(-x, y1, z2) + vector3, new Vector3(0.0f, 1f, 0.0f), color);
                    VertexPositionNormalColor[] positionNormalColorArray11 = vertices;
                    int index13 = num23;
                    int num24   = 1;
                    int num25   = index13 + num24;
                    positionNormalColorArray11[index13] = new VertexPositionNormalColor(new Vector3(0.0f, 0.0f, z1) + vector3, new Vector3(0.0f, 1f, 0.0f), color);
                    VertexPositionNormalColor[] positionNormalColorArray12 = vertices;
                    int index14 = num25;
                    int num26   = 1;
                    num1 = index14 + num26;
                    positionNormalColorArray12[index14] = new VertexPositionNormalColor(new Vector3(x, y1, z2) + vector3, new Vector3(0.0f, 1f, 0.0f), color);
                    int[] numArray1 = indices;
                    int   index15   = num2;
                    int   num27     = 1;
                    int   num28     = index15 + num27;
                    int   num29     = num3;
                    numArray1[index15] = num29;
                    int[] numArray2 = indices;
                    int   index16   = num28;
                    int   num30     = 1;
                    int   num31     = index16 + num30;
                    int   num32     = 2 + num3;
                    numArray2[index16] = num32;
                    int[] numArray3 = indices;
                    int   index17   = num31;
                    int   num33     = 1;
                    int   num34     = index17 + num33;
                    int   num35     = 1 + num3;
                    numArray3[index17] = num35;
                    int[] numArray4 = indices;
                    int   index18   = num34;
                    int   num36     = 1;
                    int   num37     = index18 + num36;
                    int   num38     = num3;
                    numArray4[index18] = num38;
                    int[] numArray5 = indices;
                    int   index19   = num37;
                    int   num39     = 1;
                    int   num40     = index19 + num39;
                    int   num41     = 3 + num3;
                    numArray5[index19] = num41;
                    int[] numArray6 = indices;
                    int   index20   = num40;
                    int   num42     = 1;
                    int   num43     = index20 + num42;
                    int   num44     = 2 + num3;
                    numArray6[index20] = num44;
                    int[] numArray7 = indices;
                    int   index21   = num43;
                    int   num45     = 1;
                    int   num46     = index21 + num45;
                    int   num47     = 4 + num3;
                    numArray7[index21] = num47;
                    int[] numArray8 = indices;
                    int   index22   = num46;
                    int   num48     = 1;
                    int   num49     = index22 + num48;
                    int   num50     = 6 + num3;
                    numArray8[index22] = num50;
                    int[] numArray9 = indices;
                    int   index23   = num49;
                    int   num51     = 1;
                    int   num52     = index23 + num51;
                    int   num53     = 5 + num3;
                    numArray9[index23] = num53;
                    int[] numArray10 = indices;
                    int   index24    = num52;
                    int   num54      = 1;
                    int   num55      = index24 + num54;
                    int   num56      = 4 + num3;
                    numArray10[index24] = num56;
                    int[] numArray11 = indices;
                    int   index25    = num55;
                    int   num57      = 1;
                    int   num58      = index25 + num57;
                    int   num59      = 7 + num3;
                    numArray11[index25] = num59;
                    int[] numArray12 = indices;
                    int   index26    = num58;
                    int   num60      = 1;
                    int   num61      = index26 + num60;
                    int   num62      = 6 + num3;
                    numArray12[index26] = num62;
                    int[] numArray13 = indices;
                    int   index27    = num61;
                    int   num63      = 1;
                    int   num64      = index27 + num63;
                    int   num65      = 8 + num3;
                    numArray13[index27] = num65;
                    int[] numArray14 = indices;
                    int   index28    = num64;
                    int   num66      = 1;
                    int   num67      = index28 + num66;
                    int   num68      = 10 + num3;
                    numArray14[index28] = num68;
                    int[] numArray15 = indices;
                    int   index29    = num67;
                    int   num69      = 1;
                    int   num70      = index29 + num69;
                    int   num71      = 9 + num3;
                    numArray15[index29] = num71;
                    int[] numArray16 = indices;
                    int   index30    = num70;
                    int   num72      = 1;
                    int   num73      = index30 + num72;
                    int   num74      = 8 + num3;
                    numArray16[index30] = num74;
                    int[] numArray17 = indices;
                    int   index31    = num73;
                    int   num75      = 1;
                    int   num76      = index31 + num75;
                    int   num77      = 11 + num3;
                    numArray17[index31] = num77;
                    int[] numArray18 = indices;
                    int   index32    = num76;
                    int   num78      = 1;
                    num2 = index32 + num78;
                    int num79 = 10 + num3;
                    numArray18[index32] = num79;
                }
            }
            this.CubesMesh = new Mesh()
            {
                Effect      = (BaseEffect)(this.CubesEffect = (DefaultEffect) new DefaultEffect.LitVertexColored()),
                DepthWrites = false,
                AlwaysOnTop = true
            };
            Group group = this.CubesMesh.AddGroup();
            BufferedIndexedPrimitives <VertexPositionNormalColor> indexedPrimitives = new BufferedIndexedPrimitives <VertexPositionNormalColor>(vertices, indices, PrimitiveType.TriangleList);

            indexedPrimitives.UpdateBuffers();
            indexedPrimitives.CleanUp();
            group.Geometry  = (IIndexedPrimitiveCollection)indexedPrimitives;
            this.PointsMesh = new Mesh()
            {
                Effect      = (BaseEffect) new PointsFromLinesEffect(),
                DepthWrites = false,
                AlwaysOnTop = true
            };
            Color[]   colorArray   = new Color[32640];
            Vector3[] vector3Array = new Vector3[32640];
            int       index33      = 0;

            for (int index1 = -68; index1 < 68; ++index1)
            {
                for (int index2 = -120; index2 < 120; ++index2)
                {
                    vector3Array[index33] = new Vector3((float)index2 / 8f, (float)((double)index1 / 8.0 + (Math.Abs(index2) % 2 == 0 ? 0.0 : 1.0 / 16.0)), 0.0f);
                    colorArray[index33++] = RandomHelper.InList <Color>(MulticoloredSpace.Colors);
                }
            }
            this.PointsMesh.AddPoints((IList <Color>)colorArray, (IEnumerable <Vector3>)vector3Array, true);
        }