Example #1
0
        /// <summary>
        /// Generates vertex and index information for this block.
        /// </summary>
        public VertexIndexData GenerateVertices(Room CurrentRoom, Vector3 Position)
        {
            Vector3 MasterBottomLeftFront = new Vector3(Size, Size, Size) * Position;
            Vector3 MasterTopRightBack = MasterBottomLeftFront + new Vector3(Size, Size, Size);

            Vector3 topLeftFront = new Vector3(MasterBottomLeftFront.X, MasterBottomLeftFront.Y, MasterTopRightBack.Z);
            Vector3 bottomLeftFront = MasterBottomLeftFront;
            Vector3 topRightFront = new Vector3(MasterTopRightBack.X, MasterBottomLeftFront.Y, MasterTopRightBack.Z);
            Vector3 bottomRightFront = new Vector3(MasterTopRightBack.X, MasterBottomLeftFront.Y, MasterBottomLeftFront.Z);
            Vector3 topLeftBack = new Vector3(MasterBottomLeftFront.X, MasterTopRightBack.Y, MasterTopRightBack.Z);
            Vector3 bottomLeftBack = new Vector3(MasterBottomLeftFront.X, MasterTopRightBack.Y, MasterBottomLeftFront.Z);
            Vector3 topRightBack = MasterTopRightBack;
            Vector3 bottomRightBack = new Vector3(MasterTopRightBack.X, MasterTopRightBack.Y, MasterBottomLeftFront.Z);

            Vector3 frontNormal = new Vector3(0.0f, -1.0f, 0.0f);
            Vector3 backNormal = new Vector3(0.0f, 1.0f, 0.0f);
            Vector3 topNormal = new Vector3(0.0f, 0.0f, 1.0f);
            Vector3 bottomNormal = new Vector3(0.0f, 0.0f, -1.0f);
            Vector3 leftNormal = new Vector3(-1.0f, 0.0f, 0.0f);
            Vector3 rightNormal = new Vector3(1.0f, 0.0f, 0.0f);

            VertexIndexData _returnData = new VertexIndexData();

            if (Position.Y > 0)
                if (CurrentRoom.GetGridBlock((int)Position.X, (int)Position.Y - 1, (int)Position.Z).Culling == false)
                {
                    if (Tex[0] > 0)
                        _returnData.AddData(PrimHelper.GenerateWallVertices(bottomLeftFront, topRightFront, frontNormal, TilesetMain.Tiles[Tex[0]]));
                }

            if (Position.Y < CurrentRoom.Depth - 1)
                if (CurrentRoom.GetGridBlock((int)Position.X, (int)Position.Y + 1, (int)Position.Z).Culling == false)
                {
                    if (Tex[1] > 0)
                        _returnData.AddData(PrimHelper.GenerateWallVertices(bottomRightBack, topLeftBack, backNormal, TilesetMain.Tiles[Tex[2]]));
                }

            if (Position.X > 0)
                if (CurrentRoom.GetGridBlock((int)Position.X - 1, (int)Position.Y, (int)Position.Z).Culling == false)
                {
                    if (Tex[2] > 0)
                        _returnData.AddData(PrimHelper.GenerateWallVertices(bottomLeftBack, topLeftFront, leftNormal, TilesetMain.Tiles[Tex[3]]));
                }

            if (Position.X < CurrentRoom.Width - 1)
                if (CurrentRoom.GetGridBlock((int)Position.X + 1, (int)Position.Y, (int)Position.Z).Culling == false)
                {
                    if (Tex[3] > 0)
                        _returnData.AddData(PrimHelper.GenerateWallVertices(bottomRightFront, topRightBack, rightNormal, TilesetMain.Tiles[Tex[1]]));
                }

            if (Position.Z > 0)
                if (CurrentRoom.GetGridBlock((int)Position.X, (int)Position.Y, (int)Position.Z - 1).Culling == false)
                {
                    if (Tex[4] > 0)
                        _returnData.AddData(PrimHelper.GenerateFloorVertices(bottomLeftBack, bottomRightFront, bottomNormal, TilesetMain.Tiles[Tex[4]]));
                }

            if (Position.Z < CurrentRoom.Height - 1)
                if (CurrentRoom.GetGridBlock((int)Position.X, (int)Position.Y, (int)Position.Z + 1).Culling == false)
                {
                    if (Tex[5] > 0)
                        _returnData.AddData(PrimHelper.GenerateFloorVertices(topLeftFront, topRightBack, topNormal, TilesetMain.Tiles[Tex[5]]));
                }

            return _returnData;
        }
Example #2
0
        /// <summary>
        /// Loads content and and game logic.
        /// </summary>
        protected override void LoadContent()
        {
            // The primitive manager and spritebatch is loaded.
            primManager = new PrimManager(this, Content.Load<Effect>("Texts/WorldEffect"));
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Loads textures and fonts.
            textureManager.LoadTexturesFromFile("textureinfo", Content);
            FontMain = Content.Load<SpriteFont>("Fonts/FontMain");
            FontTiny = Content.Load<SpriteFont>("Fonts/FontTiny");

            // ---- GAME SPECIFIC INITALIZATIONS ----
            room = new Room(this, "blockset1", "plateau1");
            screenManager.AddScreen(new LevelEditor(this));
            cubeManager.AddCube(new Player(new Vector3(3, 3, 5), new PlayerAI(), textureManager.AniDic["player"]));
            cubeManager.AddCube(new PushCube(new Vector3(4,3,5), textureManager.TilesetList[0].Tiles[1]));

            // Places the light.
            primManager.myEffect.PlaceLightUsingDirection(this, 16);
            primManager.myEffect.UpdateShadowMap(this);
        }