public World(HeightMap Terrain, PlayerEntity pe) { _terrain = Terrain; _pe = pe; _ents = new LinkedList<IEntity>(); _ents.AddFirst(pe); _buggersKilled = 0; }
public void Init(MainClass Main) { //XXX:Make this better... _in = Main; //Game world setup. HeightMap map = new HeightMap("res/map.map"); _pe = new PlayerEntity(new Vector3(0, map [0, 0] + 10, 0)); _world = new World(map, _pe); //GFX setup _camOffset = new Vector3(); _ren = new WorldRenderer(Main, _world, (float)Main.Width / Main.Height); GL.ClearColor(OpenTK.Graphics.Color4.SkyBlue); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.Fog); float[] fogColor = { OpenTK.Graphics.Color4.SkyBlue.R, OpenTK.Graphics.Color4.SkyBlue.G, OpenTK.Graphics.Color4.SkyBlue.B, OpenTK.Graphics.Color4.SkyBlue.A }; GL.Fog(FogParameter.FogColor, fogColor); GL.Fog(FogParameter.FogEnd, WorldRenderer.MAX_DEPTH); GL.Fog(FogParameter.FogStart, 10f); //Input setup. System.Windows.Forms.Cursor.Hide(); Main.Mouse.ButtonDown += ButtonDown; Main.Mouse.ButtonUp += ButtonUp; Main.Mouse.Move += MouseMove; //2D draw setup _rects = new LinkedList<Rect2D>(); _healthbar = new Bitmap(100, 50); _healthbarRect = new Rect2D(_healthbar, 0, 0, 100, 50); _rects.AddFirst(_healthbarRect); //INput setup _in.MouseCaptureNeeded = true; _in.CaptureMouse = true; }