Ejemplo n.º 1
0
 public void PerformAction(World gameWorld, PrefabChunk prefab, int selectedSpawn, int spawnRot)
 {
     PerformAction(Position, gameWorld, prefab, selectedSpawn, spawnRot);
     if (MirrorMode)
     {
         PerformAction(new Vector3(((gameWorld.X_SIZE) - Position.X), Position.Y, Position.Z), gameWorld, prefab, selectedSpawn, spawnRot);
     }
 }
Ejemplo n.º 2
0
        internal void CutPrefabSapce(World gameWorld, PrefabChunk prefab)
        {
            int startX = (int)Position.X - (prefab.X_SIZE / 2);
            int startY = (int)Position.Y - (prefab.Y_SIZE / 2);
            int startZ = (Chunk.Z_SIZE - Height) - (prefab.Z_SIZE);

            for (int x = 0; x < prefab.X_SIZE; x++)
            {
                for (int y = 0; y < prefab.Y_SIZE; y++)
                {
                    for (int z = 0; z < prefab.Z_SIZE; z++)
                    {
                        gameWorld.SetVoxelActive(startX + x, startY + y, startZ + z, false); // destructable, VoxelType.Prefab, new Color(prefab.Voxels[x, y, z].TR, prefab.Voxels[x, y, z].TG, prefab.Voxels[x, y, z].TB), new Color(prefab.Voxels[x, y, z].SR, prefab.Voxels[x, y, z].SG, prefab.Voxels[x, y, z].SB));
                        if (MirrorMode)
                        {
                            gameWorld.SetVoxelActive(((gameWorld.X_SIZE) - startX - prefab.X_SIZE) + x, startY + y, startZ + z, false);
                        }
                    }
                }
            }
        }
Ejemplo n.º 3
0
        public void PerformAction(Vector3 position, World gameWorld, PrefabChunk prefab, int selectedSpawn, int spawnRot)
        {
            // Need to make it so voxels have a type and then we can check if tree so we don't put trees on top of trees yo

            Vector2 center = new Vector2(position.X, position.Y);

            switch (Mode)
            {
            case CursorMode.LandScape:
                for (int x = 0; x < 32; x++)
                {
                    for (int y = 0; y < 32; y++)
                    {
                        for (int z = Chunk.Z_SIZE - 1; z >= 0; z--)
                        {
                            if (Voxels[x, y, 0].Active)
                            {
                                gameWorld.SetVoxel(((int)center.X - 16) + x, ((int)center.Y - 16) + y, z, z >= Chunk.Z_SIZE - Height, 0, VoxelType.Ground, gameWorld.ThemeTopColor(Theme), gameWorld.ThemeSideColor(Theme));
                            }
                        }
                    }
                }



                break;

            case CursorMode.Trees:
                int numTrees = 1 + (Size / 2);
                for (int i = 0; i < numTrees; i++)
                {
                    Vector2 pos = Helper.RandomPointInCircle(new Vector2(position.X, position.Y), 0f, Size);

                    //int z = 0;
                    //for (int zz = 0; zz < Chunk.Z_SIZE; zz++) if (gameWorld.GetVoxel((int)Position.X, (int)Position.Y, zz).Active) { z = zz - 1; break; }

                    gameWorld.MakeTree((int)pos.X, (int)pos.Y, (int)position.Z);
                }

                //for (float a = 0f; a < MathHelper.TwoPi; a += 0.05f)
                //{
                //    for (int r = 0; r < Size; r++)
                //    {
                //        Vector3 pos = new Vector3(Helper.PointOnCircle(ref center, r, a), 0f);
                //        gameWorld.MakeTree((int)pos.X, (int)pos.Y, (int)Position.Z);
                //    }
                //}
                break;

            case CursorMode.Water:
                for (int x = 0; x < 32; x++)
                {
                    for (int y = 0; y < 32; y++)
                    {
                        for (int z = Chunk.Z_SIZE - 1; z >= 0; z--)
                        {
                            if (Voxels[x, y, 0].Active)
                            {
                                gameWorld.SetVoxel(((int)center.X - 16) + x, ((int)center.Y - 16) + y, z, z >= Chunk.Z_SIZE - (Height - 1), 0, VoxelType.Water, new Color(0.1f, 0.1f, 0.8f + ((float)Helper.Random.NextDouble() * 0.1f)) * 0.8f, new Color(0.3f, 0.3f, 0.8f + ((float)Helper.Random.NextDouble() * 0.1f)) * 0.8f);
                            }
                        }
                    }
                }

                break;

            case CursorMode.Prefab:
                int startX = (int)position.X - (prefab.X_SIZE / 2);
                int startY = (int)position.Y - (prefab.Y_SIZE / 2);
                int startZ = (Chunk.Z_SIZE - Height) - (prefab.Z_SIZE);
                for (int x = 0; x < prefab.X_SIZE; x++)
                {
                    for (int y = 0; y < prefab.Y_SIZE; y++)
                    {
                        for (int z = 0; z < prefab.Z_SIZE; z++)
                        {
                            if (prefab.Voxels[x, y, z].Active)
                            {
                                gameWorld.SetVoxel(startX + x, startY + y, startZ + z, true, destructable, VoxelType.Prefab, new Color(prefab.Voxels[x, y, z].TR, prefab.Voxels[x, y, z].TG, prefab.Voxels[x, y, z].TB), new Color(prefab.Voxels[x, y, z].SR, prefab.Voxels[x, y, z].SG, prefab.Voxels[x, y, z].SB));
                            }
                        }
                    }
                }

                break;

            case CursorMode.Spawn:
                bool found = false;
                for (int i = gameWorld.Spawns.Count - 1; i >= 0; i--)
                {
                    if (gameWorld.Spawns[i].Position == position)
                    {
                        found = true;
                        gameWorld.Spawns.RemoveAt(i);
                    }
                }
                if (!found)
                {
                    gameWorld.Spawns.Add(new Spawn()
                    {
                        Position = position,
                        Rotation = (byte)spawnRot,
                        Type     = (SpawnType)selectedSpawn,
                    });
                }
                break;
            }
        }
Ejemplo n.º 4
0
        /// <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)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            //GraphicsDevice.RasterizerState = RasterizerState.CullNone;
            //GraphicsDevice.BlendState = BlendState.Opaque;
            GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
            GraphicsDevice.BlendState       = BlendState.AlphaBlend;

            foreach (EffectPass pass in drawEffect.CurrentTechnique.Passes)
            {
                pass.Apply();

                for (int y = 0; y < gameWorld.Y_CHUNKS; y++)
                {
                    for (int x = 0; x < gameWorld.X_CHUNKS; x++)
                    {
                        Chunk c = gameWorld.Chunks[x, y, 0];
                        if (!c.Visible)
                        {
                            continue;
                        }

                        if (c == null || c.VertexArray == null || c.VertexArray.Length == 0)
                        {
                            continue;
                        }
                        if (!gameCamera.boundingFrustum.Intersects(c.boundingSphere.Transform(Matrix.CreateTranslation(gameCamera.Position))))
                        {
                            continue;
                        }
                        GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalColor>(PrimitiveType.TriangleList, c.VertexArray, 0, c.VertexArray.Length, c.IndexArray, 0, c.VertexArray.Length / 2);
                    }
                }
            }

            foreach (Spawn s in gameWorld.Spawns)
            {
                drawEffect.World = Matrix.CreateRotationZ(-(MathHelper.PiOver2 * s.Rotation)) * Matrix.CreateTranslation(s.Position * Voxel.SIZE) * gameCamera.worldMatrix;
                foreach (EffectPass pass in drawEffect.CurrentTechnique.Passes)
                {
                    pass.Apply();

                    AnimChunk c = spawnSprites.AnimChunks[(int)s.Type];

                    if (c.VertexArray != null)
                    {
                        GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalColor>(PrimitiveType.TriangleList, c.VertexArray, 0, c.VertexArray.Length, c.IndexArray, 0, c.VertexArray.Length / 2);
                    }
                }
            }

            if (cursor.Mode == CursorMode.Prefab)
            {
                if (Prefabs.Count > 0)
                {
                    cursorEffect.Alpha = 0.5f;
                    foreach (EffectPass pass in cursorEffect.CurrentTechnique.Passes)
                    {
                        pass.Apply();

                        PrefabChunk c = Prefabs[selectedPrefab];

                        if (c.VertexArray != null)
                        {
                            GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalColor>(PrimitiveType.TriangleList, c.VertexArray, 0, c.VertexArray.Length, c.IndexArray, 0, c.VertexArray.Length / 2);
                        }
                    }
                }
            }
            else if (cursor.Mode == CursorMode.Spawn)
            {
                cursorEffect.Alpha = 0.5f;
                cursorEffect.World = Matrix.CreateRotationZ(-(MathHelper.PiOver2 * spawnRot)) * Matrix.CreateTranslation(cursor.Position * Voxel.SIZE) * gameCamera.worldMatrix;

                foreach (EffectPass pass in cursorEffect.CurrentTechnique.Passes)
                {
                    pass.Apply();

                    AnimChunk c = spawnSprites.AnimChunks[selectedSpawn];

                    if (c.VertexArray != null)
                    {
                        GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalColor>(PrimitiveType.TriangleList, c.VertexArray, 0, c.VertexArray.Length, c.IndexArray, 0, c.VertexArray.Length / 2);
                    }
                }
            }
            else
            {
                cursorEffect.Alpha = 1f;
                foreach (EffectPass pass in cursorEffect.CurrentTechnique.Passes)
                {
                    pass.Apply();

                    if (cursor.VertexArray != null)
                    {
                        GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalColor>(PrimitiveType.TriangleList, cursor.VertexArray, 0, cursor.VertexArray.Length, cursor.IndexArray, 0, cursor.VertexArray.Length / 2);
                    }
                }
            }

            spriteBatch.Begin();
            spriteBatch.DrawString(font, cursor.Mode.ToString(), Vector2.One * 20, Color.White);
            if (cursor.Mode == CursorMode.LandScape || cursor.Mode == CursorMode.Water)
            {
                spriteBatch.DrawString(font, "Brush height: " + cursor.Height, new Vector2(20, 40), Color.White);
                spriteBatch.DrawString(font, "Theme: " + cursor.Theme.ToString(), new Vector2(20, 60), Color.White);
            }
            if (cursor.Mode == CursorMode.Prefab)
            {
                spriteBatch.DrawString(font, "Brush height: " + cursor.Height, new Vector2(20, 40), Color.White);
                spriteBatch.DrawString(font, "Destructable level: " + cursor.destructable, new Vector2(20, 60), Color.White);
            }
            if (cursor.Mode == CursorMode.Spawn)
            {
                spriteBatch.DrawString(font, "Spawn height: " + cursor.Height, new Vector2(20, 40), Color.White);
            }

            if (cursor.MirrorMode)
            {
                spriteBatch.DrawString(font, "Mirror mode", new Vector2(300, 40), Color.White);
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }
Ejemplo n.º 5
0
        public static PrefabChunk LoadPrefab(string fn)
        {
            PrefabChunk prefab;

            byte[] buffer;

            using (FileStream gstr = new FileStream(fn, FileMode.Open))
            {
                byte[] lb = new byte[4];
                gstr.Position = gstr.Length - 4;
                gstr.Read(lb, 0, 4);
                int msgLength = BitConverter.ToInt32(lb, 0);

                buffer = new byte[msgLength];

                gstr.Position = 0;

                using (GZipStream str = new GZipStream(gstr, CompressionMode.Decompress))
                {

                    str.Read(buffer, 0, msgLength);
                }
            }

            int pos = 0;

            int xs = buffer[0];
            int ys = buffer[1];
            int zs = buffer[2];
            int frames = buffer[3];
            prefab = new PrefabChunk(xs, ys, zs);

            pos = 4;

            for (int i = 0; i < 10; i++)
            {
                pos += 3;
            }

            while (pos < buffer.Length)
            {
                if (Convert.ToChar(buffer[pos]) != 'c')
                {
                    int vx = buffer[pos];
                    int vy = buffer[pos + 1];
                    int vz = buffer[pos + 2];
                    Color top = new Color(buffer[pos + 3], buffer[pos + 4], buffer[pos + 5]);

                    prefab.SetVoxel(vx, (zs-1)-vz, vy, true, VoxelType.Prefab, top);
                    pos += 6;

                }
                else
                {
                    pos++;
                    break;
                }

            }

            prefab.UpdateMesh();

            GC.Collect();

            return prefab;
        }
Ejemplo n.º 6
0
        public void PerformAction(Vector3 position, World gameWorld, PrefabChunk prefab, int selectedSpawn, int spawnRot)
        {
            // Need to make it so voxels have a type and then we can check if tree so we don't put trees on top of trees yo

            Vector2 center = new Vector2(position.X, position.Y);

            switch (Mode)
            {
                case CursorMode.LandScape:
                    for (int x = 0; x < 32; x++)
                        for (int y = 0; y < 32; y++)
                            for (int z = Chunk.Z_SIZE - 1; z >= 0; z--)
                            {
                                if(Voxels[x,y,0].Active)
                                    gameWorld.SetVoxel(((int)center.X - 16) + x, ((int)center.Y - 16) + y, z, z >= Chunk.Z_SIZE - Height, 0, VoxelType.Ground, gameWorld.ThemeTopColor(Theme), gameWorld.ThemeSideColor(Theme));
                            }

                    break;

                case CursorMode.Trees:
                    int numTrees = 1 +(Size / 2);
                    for (int i = 0; i < numTrees; i++)
                    {
                        Vector2 pos = Helper.RandomPointInCircle(new Vector2(position.X,position.Y), 0f, Size);

                        //int z = 0;
                        //for (int zz = 0; zz < Chunk.Z_SIZE; zz++) if (gameWorld.GetVoxel((int)Position.X, (int)Position.Y, zz).Active) { z = zz - 1; break; }

                        gameWorld.MakeTree((int)pos.X, (int)pos.Y, (int)position.Z);
                    }

                    //for (float a = 0f; a < MathHelper.TwoPi; a += 0.05f)
                    //{
                    //    for (int r = 0; r < Size; r++)
                    //    {
                    //        Vector3 pos = new Vector3(Helper.PointOnCircle(ref center, r, a), 0f);
                    //        gameWorld.MakeTree((int)pos.X, (int)pos.Y, (int)Position.Z);
                    //    }
                    //}
                    break;
                case CursorMode.Water:
                    for (int x = 0; x < 32; x++)
                        for (int y = 0; y < 32; y++)
                            for (int z = Chunk.Z_SIZE - 1; z >= 0; z--)
                            {
                                if(Voxels[x,y,0].Active)
                                    gameWorld.SetVoxel(((int)center.X - 16) + x, ((int)center.Y - 16) + y, z, z >= Chunk.Z_SIZE - (Height - 1), 0, VoxelType.Water, new Color(0.1f, 0.1f, 0.8f + ((float)Helper.Random.NextDouble() * 0.1f)) * 0.8f, new Color(0.3f, 0.3f, 0.8f + ((float)Helper.Random.NextDouble() * 0.1f)) * 0.8f);
                            }

                    break;
                case CursorMode.Prefab:
                    int startX = (int)position.X - (prefab.X_SIZE/2);
                    int startY = (int)position.Y - (prefab.Y_SIZE/2);
                    int startZ = (Chunk.Z_SIZE - Height) - (prefab.Z_SIZE);
                    for (int x = 0; x < prefab.X_SIZE; x++)
                    {
                        for (int y = 0; y < prefab.Y_SIZE; y++)
                        {
                            for (int z = 0; z < prefab.Z_SIZE; z++)
                            {
                                if (prefab.Voxels[x, y, z].Active)
                                {
                                    gameWorld.SetVoxel(startX + x, startY + y, startZ + z, true, destructable, VoxelType.Prefab, new Color(prefab.Voxels[x, y, z].TR, prefab.Voxels[x, y, z].TG, prefab.Voxels[x, y, z].TB), new Color(prefab.Voxels[x, y, z].SR, prefab.Voxels[x, y, z].SG, prefab.Voxels[x, y, z].SB));
                                }
                            }
                        }
                    }

                    break;
                case CursorMode.Spawn:
                    bool found = false;
                    for (int i = gameWorld.Spawns.Count - 1; i >= 0; i--)
                    {
                        if (gameWorld.Spawns[i].Position == position)
                        {
                            found = true;
                            gameWorld.Spawns.RemoveAt(i);
                        }
                    }
                    if (!found)
                    {
                        gameWorld.Spawns.Add(new Spawn()
                        {
                            Position = position,
                            Rotation = (byte)spawnRot,
                            Type = (SpawnType)selectedSpawn,
                        });
                    }
                    break;
            }
        }
Ejemplo n.º 7
0
 public void PerformAction(World gameWorld, PrefabChunk prefab, int selectedSpawn, int spawnRot)
 {
     PerformAction(Position, gameWorld, prefab, selectedSpawn, spawnRot);
     if (MirrorMode) PerformAction(new Vector3(((gameWorld.X_SIZE)-Position.X),Position.Y,Position.Z), gameWorld, prefab, selectedSpawn, spawnRot);
 }
Ejemplo n.º 8
0
        internal void CutPrefabSapce(World gameWorld, PrefabChunk prefab)
        {
            int startX = (int)Position.X - (prefab.X_SIZE / 2);
            int startY = (int)Position.Y - (prefab.Y_SIZE / 2);
            int startZ = (Chunk.Z_SIZE - Height) - (prefab.Z_SIZE);
            for (int x = 0; x < prefab.X_SIZE; x++)
            {
                for (int y = 0; y < prefab.Y_SIZE; y++)
                {
                    for (int z = 0; z < prefab.Z_SIZE; z++)
                    {

                        gameWorld.SetVoxelActive(startX + x, startY + y, startZ + z, false); // destructable, VoxelType.Prefab, new Color(prefab.Voxels[x, y, z].TR, prefab.Voxels[x, y, z].TG, prefab.Voxels[x, y, z].TB), new Color(prefab.Voxels[x, y, z].SR, prefab.Voxels[x, y, z].SG, prefab.Voxels[x, y, z].SB));
                        if (MirrorMode) gameWorld.SetVoxelActive(((gameWorld.X_SIZE) - startX-prefab.X_SIZE)+x, startY+y, startZ + z, false);
                    }
                }
            }
        }
Ejemplo n.º 9
0
        public static PrefabChunk LoadPrefab(string fn)
        {
            PrefabChunk prefab;

            byte[] buffer;

            using (FileStream gstr = new FileStream(fn, FileMode.Open))
            {
                byte[] lb = new byte[4];
                gstr.Position = gstr.Length - 4;
                gstr.Read(lb, 0, 4);
                int msgLength = BitConverter.ToInt32(lb, 0);

                buffer = new byte[msgLength];

                gstr.Position = 0;

                using (GZipStream str = new GZipStream(gstr, CompressionMode.Decompress))
                {
                    str.Read(buffer, 0, msgLength);
                }
            }

            int pos = 0;

            int xs     = buffer[0];
            int ys     = buffer[1];
            int zs     = buffer[2];
            int frames = buffer[3];

            prefab = new PrefabChunk(xs, ys, zs);

            pos = 4;

            for (int i = 0; i < 10; i++)
            {
                pos += 3;
            }

            while (pos < buffer.Length)
            {
                if (Convert.ToChar(buffer[pos]) != 'c')
                {
                    int   vx  = buffer[pos];
                    int   vy  = buffer[pos + 1];
                    int   vz  = buffer[pos + 2];
                    Color top = new Color(buffer[pos + 3], buffer[pos + 4], buffer[pos + 5]);

                    prefab.SetVoxel(vx, (zs - 1) - vz, vy, true, VoxelType.Prefab, top);
                    pos += 6;
                }
                else
                {
                    pos++;
                    break;
                }
            }

            prefab.UpdateMesh();

            GC.Collect();

            return(prefab);
        }