Esempio n. 1
0
        private void GenerateMap(heightMapGauss terrwain)
        {
            int[,] heightMap = terrwain.getHeightMap();
            Color[] colors          = new Color[heightMap.Length];
            int     heightMapMax    = terrwain.findMaxHeight();
            int     heightMapWidth  = heightMap.GetUpperBound(0) + 1;
            int     heightMapHeight = heightMap.GetUpperBound(1) + 1;

            terrain = new Texture2D(this.graphicsdevice, heightMapWidth, heightMapHeight, true, SurfaceFormat.Color);
            for (int i = 0; i < heightMapHeight; i++) // TODO currently, we have to manually change all of these 1025's when we increase the size of the map. UGH!
            {
                for (int j = 0; j < heightMapWidth; j++)
                {
                    int cell = heightMap[i, j];
                    if (cell > 0)
                    {
                        colors[i * heightMapWidth + j] = new Color((255 * cell) / heightMapMax, 192 + (63 * (cell) / heightMapMax), (255 * cell) / heightMapMax);
                    }
                    else
                    {
                        colors[i * heightMapWidth + j] = new Color(0, 0, 150);
                    }
                }
            }
            terrain.SetData <Color>(colors);
            SetInStartPos();
        }
Esempio n. 2
0
 public map(GraphicsDevice graphicsdevice, heightMapGauss terrwain, Rectangle border)
 {
     this.graphicsdevice = graphicsdevice;
     GenerateMap(terrwain);
     this.border = border;
 }