This is a game component that implements IUpdateable.
Inheritance: Microsoft.Xna.Framework.GameComponent
Example #1
0
        public TerrainGenerationVisualiser()
        {
            this.Terrain      = new TerrainGen(1024, 1024);
            this.TerrainPass2 = new TerrainGenPass2(1024, 1024);

            this.TerrainGenPass = 1;

            //this.Terrain.InitTerrain1();
            this.Terrain.Clear(0.0f);

            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            this.IsFixedTimeStep  = false;

            this.tile         = new TerrainEngine.TerrainTile(1024, 1024, new Vector3(0f, 0f, 0f), 1.0f);
            this.shadeTexData = new Color[this.Terrain.Width * this.Terrain.Height];

            this.walkCamera = new WalkCamera(this);
            this.Components.Add(this.walkCamera);

            this.walkCamera.EyeHeight = 500f / 4096f;

            this.StatusMessage = "Press R to randomize terrain, or 1-9 to load a saved slot. P to switch simulation modes.";

            try
            {
                this.Terrain.Load(GetSaveFileName(0, this.TerrainGenPass)); // load from autosave slot
            }
            catch (Exception)
            {
                // swallow all exceptions when trying to auto-load terrain
            }
        }
Example #2
0
        public TerrainGenerationVisualiser()
        {
            this.Terrain = new TerrainGen(1024, 1024);
            //this.Terrain.InitTerrain1();
            this.Terrain.Clear(0.0f);

            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            this.IsFixedTimeStep  = false;

            this.tile         = new TerrainEngine.TerrainTile(1024, 1024, new Vector3(0f, 0f, 0f), 1.0f);
            this.shadeTexData = new Color[this.Terrain.Width * this.Terrain.Height];

            this.walkCamera = new WalkCamera(this);
            this.Components.Add(this.walkCamera);

            this.StatusMessage = "Press R to randomize terrain, or 1-9 to load a saved slot.";
        }
        public TerrainGenerationVisualiser()
        {
            this.Terrain = new TerrainGen(1024, 1024);
            this.TerrainPass2 = new TerrainGenPass2(1024, 1024);

            this.TerrainGenPass = 1;

            //this.Terrain.InitTerrain1();
            this.Terrain.Clear(0.0f);

            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            this.IsFixedTimeStep = false;

            this.tile = new TerrainEngine.TerrainTile(1024, 1024, new Vector3(0f, 0f, 0f), 1.0f);
            this.shadeTexData = new Color[this.Terrain.Width * this.Terrain.Height];

            this.walkCamera = new WalkCamera(this);
            this.Components.Add(this.walkCamera);

            this.walkCamera.EyeHeight = 500f / 4096f;

            this.StatusMessage = "Press R to randomize terrain, or 1-9 to load a saved slot. P to switch simulation modes.";

            try
            {
                this.Terrain.Load(GetSaveFileName(0, this.TerrainGenPass)); // load from autosave slot
            }
            catch (Exception)
            {
                // swallow all exceptions when trying to auto-load terrain
            }
        }
        public TerrainGenerationVisualiser()
        {
            this.Terrain = new TerrainGen(1024, 1024);
            //this.Terrain.InitTerrain1();
            this.Terrain.Clear(0.0f);

            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            this.IsFixedTimeStep = false;

            this.tile = new TerrainEngine.TerrainTile(1024, 1024, new Vector3(0f, 0f, 0f), 1.0f);
            this.shadeTexData = new Color[this.Terrain.Width * this.Terrain.Height];

            this.walkCamera = new WalkCamera(this);
            this.Components.Add(this.walkCamera);

            this.StatusMessage = "Press R to randomize terrain, or 1-9 to load a saved slot.";
        }