Example #1
0
        public void Load(ContentManager Content, string heightMapFileName, float blockScale, float heightScale)
        {
            if (!isInitialized)
                Initialize();

            // Load heightMap file
            Texture2D heightMapTexture = Content.Load<Texture2D>(heightMapFileName);
            int heightMapSize = heightMapTexture.Width*heightMapTexture.Height;
            heightMap = new Color[heightMapSize];
            heightMapTexture.GetData<Color>(heightMap);

            this.vertexCountX = heightMapTexture.Width;
            this.vertexCountZ = heightMapTexture.Height;
            this.blockScale = blockScale;
            this.heightScale = heightScale;

            // Generate terrain mesh
            GenerateTerrainMesh();
            transformation = new Transformation();

            // Load effect
            effect = new TerrainEffect(Game.Content.Load<Effect>(TerrainEffect.EFFECT_FILENAME));
            terrainMaterial = new TerrainMaterial();

            // Load vertex declaration once
            this.vertexDeclaration = new VertexDeclaration(GraphicsDevice, VertexPositionNormalTangentBinormalTexture.VertexElements);
        }
Example #2
0
        private static GameLevel CreateForestLevel(Game game)
        {
            ContentManager Content = game.Content;
            GameLevel gameLevel = new GameLevel();

            // Cameras and lights
            AddCameras(game, ref gameLevel);
            gameLevel.LightManager = new LightManager();
            gameLevel.LightManager.AmbientLightColor = new Vector3(0.1f, 0.1f, 0.1f);
            gameLevel.LightManager.Add("MainLight",
                new PointLight(new Vector3(10000, 10000, 10000), new Vector3(0.2f, 0.2f, 0.2f)));
            gameLevel.LightManager.Add("CameraLight",
                new PointLight(Vector3.Zero, Vector3.One));

            game.Services.AddService(typeof(CameraManager), gameLevel.CameraManager);
            game.Services.AddService(typeof(LightManager), gameLevel.LightManager);

            // Terrain
            gameLevel.Terrain = new Terrain(game);
            gameLevel.Terrain.Initialize();
            gameLevel.Terrain.Load(game.Content, "Terrain1", 8.0f, 1.0f);

            // Terrain material
            TerrainMaterial terrainMaterial = new TerrainMaterial();
            terrainMaterial.LightMaterial = new LightMaterial(
                new Vector3(0.8f), new Vector3(0.3f), 32.0f);
            terrainMaterial.DiffuseTexture1 = GetTextureMaterial(game, "Terrain1", new Vector2(40, 40));
            terrainMaterial.DiffuseTexture2 = GetTextureMaterial(game, "Terrain2", new Vector2(25, 25));
            terrainMaterial.DiffuseTexture3 = GetTextureMaterial(game, "Terrain3", new Vector2(15, 15));
            terrainMaterial.DiffuseTexture4 = GetTextureMaterial(game, "Terrain4", Vector2.One);
            terrainMaterial.AlphaMapTexture = GetTextureMaterial(game, "AlphaMap", Vector2.One);
            terrainMaterial.NormalMapTexture = GetTextureMaterial(game, "Rockbump", new Vector2(128, 128));
            gameLevel.Terrain.Material = terrainMaterial;
            game.Services.AddService(typeof(Terrain), gameLevel.Terrain);

            // Sky
            gameLevel.SkyDome = new SkyDome(game);
            gameLevel.SkyDome.Initialize();
            gameLevel.SkyDome.Load("SkyDome");
            gameLevel.SkyDome.TextureMaterial = GetTextureMaterial(game, "SkyDome", Vector2.One);

            // Player
            gameLevel.Player = new Player(game, UnitTypes.PlayerType.Frog);
            gameLevel.Player.Initialize();
            gameLevel.Player.Transformation = new Transformation(new Vector3(50, 0, 50),
                new Vector3(0, 0, 0), 2*Vector3.One);
            gameLevel.Player.TransformationOld = gameLevel.Player.Transformation;
            gameLevel.Player.AnimatedModel.AnimationSpeed = 1.0f;

            // Player chase camera offsets
            gameLevel.Player.ChaseOffsetPosition = new Vector3[2];
            gameLevel.Player.ChaseOffsetPosition[0] = new Vector3(0.0f, 7.0f, -3.0f);
            gameLevel.Player.ChaseOffsetPosition[1] = new Vector3(3.0f, 4.0f, 0.0f);

            // Enemies
            gameLevel.EnemyList = ScatterEnemies(game, 10, 50, 200, gameLevel.Player);

            // Mosquitos
            gameLevel.MosquitoList = ScatterMosquitos(game, 15, 10, 300, gameLevel.Player);

            // StaticUnits
            //gameLevel.StaticUnitList = ScatterStaticUnits(game, 10, 50, 300, gameLevel.Player);
            gameLevel.StaticUnitList = PlaceStaticUnits(game, "Forest");

            gameLevel.Bound2D = ReadBounding2D("Forest");

            return gameLevel;
        }