Inheritance: StateMasher.StateMachine
コード例 #1
0
 static void Main(string[] args)
 {
     //InfiniminerMessageBox.Show("Test :)");
     if (Debugger.IsAttached)
     {
         using (InfiniminerGame game = new InfiniminerGame(args))
         {
             game.Run();
         }
     }
     else
     {
         using (InfiniminerGame game = new InfiniminerGame(args))
         {
             try
             {
                 game.Run();
             }
             catch (Exception e)
             {
                 //System.Windows.Forms.MessageBox.Show(e.Message + "\r\n\r\n" + e.StackTrace);
                 InfiniminerMessageBox.Show(e.Message + "\r\n\r\n" + e.StackTrace);
             }
         }
     }
 }
コード例 #2
0
        public SkyplaneEngine(InfiniminerGame gameInstance)
        {
            this.gameInstance = gameInstance;

            // Generate a noise texture.
            randGen  = new Random();
            texNoise = new Texture2D(gameInstance.GraphicsDevice, 64, 64);
            uint[] noiseData = new uint[64 * 64];
            for (int i = 0; i < 64 * 64; i++)
            {
                if (randGen.Next(32) == 0)
                {
                    noiseData[i] = Color.White.PackedValue;
                }
                else
                {
                    noiseData[i] = Color.Black.PackedValue;
                }
            }
            texNoise.SetData(noiseData);

            // Load the effect file.
            effect = gameInstance.Content.Load <Effect>("effect_skyplane");

            // Create our vertices.
            vertexDeclaration = new VertexDeclaration(VertexPositionTexture.VertexDeclaration.GetVertexElements());
            vertices          = new VertexPositionTexture[6];
            vertices[0]       = new VertexPositionTexture(new Vector3(-210, 100, -210), new Vector2(0, 0));
            vertices[1]       = new VertexPositionTexture(new Vector3(274, 100, -210), new Vector2(1, 0));
            vertices[2]       = new VertexPositionTexture(new Vector3(274, 100, 274), new Vector2(1, 1));
            vertices[3]       = new VertexPositionTexture(new Vector3(-210, 100, -210), new Vector2(0, 0));
            vertices[4]       = new VertexPositionTexture(new Vector3(274, 100, 274), new Vector2(1, 1));
            vertices[5]       = new VertexPositionTexture(new Vector3(-210, 100, 274), new Vector2(0, 1));
        }
コード例 #3
0
        public SkyplaneEngine(InfiniminerGame gameInstance)
        {
            this.gameInstance = gameInstance;

            // Generate a noise texture.
            randGen = new Random();
            texNoise = new Texture2D(gameInstance.GraphicsDevice, 64, 64);
            uint[] noiseData = new uint[64*64];
            for (int i = 0; i < 64 * 64; i++)
                if (randGen.Next(32) == 0)
                    noiseData[i] = Color.White.PackedValue;
                else
                    noiseData[i] = Color.Black.PackedValue;
            texNoise.SetData(noiseData);

            // Load the effect file.
            effect = gameInstance.Content.Load<Effect>("effect_skyplane");

            // Create our vertices.
            vertexDeclaration = new VertexDeclaration(gameInstance.GraphicsDevice, VertexPositionTexture.VertexElements);
            vertices = new VertexPositionTexture[6];
            vertices[0] = new VertexPositionTexture(new Vector3(-210, 100, -210), new Vector2(0, 0));
            vertices[1] = new VertexPositionTexture(new Vector3(274, 100, -210), new Vector2(1, 0));
            vertices[2] = new VertexPositionTexture(new Vector3(274, 100, 274), new Vector2(1, 1));
            vertices[3] = new VertexPositionTexture(new Vector3(-210, 100, -210), new Vector2(0, 0));
            vertices[4] = new VertexPositionTexture(new Vector3(274, 100, 274), new Vector2(1, 1));
            vertices[5] = new VertexPositionTexture(new Vector3(-210, 100, 274), new Vector2(0, 1));
        }
コード例 #4
0
ファイル: PropertyBag.cs プロジェクト: CalmBit/infiniminer
        public PropertyBag(InfiniminerGame gameInstance)
        {
            // Initialize our network device.
            NetPeerConfiguration netConfig = new NetPeerConfiguration("InfiniminerPlus");

            netConfig.EnableMessageType(NetIncomingMessageType.DiscoveryResponse);
            netConfig.EnableMessageType(NetIncomingMessageType.ErrorMessage);
            netConfig.EnableMessageType(NetIncomingMessageType.DebugMessage);
            netConfig.EnableMessageType(NetIncomingMessageType.WarningMessage);
            netClient = new NetClient(netConfig);
            //netClient.SimulatedMinimumLatency = 0.1f;
            //netClient.SimulatedLatencyVariance = 0.05f;
            //netClient.SimulatedLoss = 0.1f;
            //netClient.SimulatedDuplicates = 0.05f;
            netClient.Start();

            // Initialize engines.
            Engines = new Dictionary <string, Tuple <IEngine, Type> >();

            RegisterEngine(new BlockEngine(gameInstance), "blockEngine");
            RegisterEngine(new InterfaceEngine(gameInstance), "interfaceEngine");
            RegisterEngine(new PlayerEngine(gameInstance), "playerEngine");
            RegisterEngine(new SkyplaneEngine(gameInstance), "skyplaneEngine");
            RegisterEngine(new ParticleEngine(gameInstance), "particleEngine");

            PlayerContainer          = new PlayerContainer();
            SettingsContainer        = new SettingsContainer();
            ChatContainer            = new ChatContainer();
            TeamContainer            = new TeamContainer();
            TeamContainer.BeaconList = new Dictionary <Vector3, Beacon>();

            PlayerList = new Dictionary <uint, Player>();

            // Create a camera.
            PlayerContainer.PlayerCamera = new Camera(gameInstance.GraphicsDevice);
            UpdateCamera();

            // Load sounds.
            if (!gameInstance.NoSound)
            {
                soundList[InfiniminerSound.DigDirt]         = gameInstance.Content.Load <SoundEffect>("sounds/dig-dirt");
                soundList[InfiniminerSound.DigMetal]        = gameInstance.Content.Load <SoundEffect>("sounds/dig-metal");
                soundList[InfiniminerSound.Ping]            = gameInstance.Content.Load <SoundEffect>("sounds/ping");
                soundList[InfiniminerSound.ConstructionGun] = gameInstance.Content.Load <SoundEffect>("sounds/build");
                soundList[InfiniminerSound.Death]           = gameInstance.Content.Load <SoundEffect>("sounds/death");
                soundList[InfiniminerSound.CashDeposit]     = gameInstance.Content.Load <SoundEffect>("sounds/cash");
                soundList[InfiniminerSound.ClickHigh]       = gameInstance.Content.Load <SoundEffect>("sounds/click-loud");
                soundList[InfiniminerSound.ClickLow]        = gameInstance.Content.Load <SoundEffect>("sounds/click-quiet");
                soundList[InfiniminerSound.GroundHit]       = gameInstance.Content.Load <SoundEffect>("sounds/hitground");
                soundList[InfiniminerSound.Teleporter]      = gameInstance.Content.Load <SoundEffect>("sounds/teleport");
                soundList[InfiniminerSound.Jumpblock]       = gameInstance.Content.Load <SoundEffect>("sounds/jumpblock");
                soundList[InfiniminerSound.Explosion]       = gameInstance.Content.Load <SoundEffect>("sounds/explosion");
                soundList[InfiniminerSound.RadarHigh]       = gameInstance.Content.Load <SoundEffect>("sounds/radar-high");
                soundList[InfiniminerSound.RadarLow]        = gameInstance.Content.Load <SoundEffect>("sounds/radar-low");
                soundList[InfiniminerSound.RadarSwitch]     = gameInstance.Content.Load <SoundEffect>("sounds/switch");
            }
        }
コード例 #5
0
        public ParticleEngine(InfiniminerGame gameInstance)
        {
            this.gameInstance = gameInstance;
            particleEffect    = gameInstance.Content.Load <Effect>("effect_particle");
            randGen           = new Random();
            particleList      = new List <Particle>();

            VertexPositionTextureShade[] vertices = GenerateVertices();
            vertexBuffer = new VertexBuffer(gameInstance.GraphicsDevice, new VertexDeclaration(VertexPositionTextureShade.VertexElements), vertices.Length * VertexPositionTextureShade.SizeInBytes, BufferUsage.WriteOnly);
            vertexBuffer.SetData(vertices);
        }
コード例 #6
0
        public ParticleEngine(InfiniminerGame gameInstance)
        {
            this.gameInstance = gameInstance;
            particleEffect = gameInstance.Content.Load<Effect>("effect_particle");
            randGen = new Random();
            particleList = new List<Particle>();

            vertexDeclaration = new VertexDeclaration(gameInstance.GraphicsDevice, VertexPositionTextureShade.VertexElements);
            VertexPositionTextureShade[] vertices = GenerateVertices();
            vertexBuffer = new VertexBuffer(gameInstance.GraphicsDevice, vertices.Length * VertexPositionTextureShade.SizeInBytes, BufferUsage.WriteOnly);
            vertexBuffer.SetData(vertices);
        }
コード例 #7
0
        public PropertyBag(InfiniminerGame gameInstance)
        {
            // Initialize our network device.
            NetPeerConfiguration netConfig = new NetPeerConfiguration("InfiniminerPlus");

            netClient = new NetClient(netConfig);
            netConfig.SetMessageTypeEnabled(NetIncomingMessageType.ErrorMessage, true);
            //netClient.SimulatedMinimumLatency = 0.1f;
            //netClient.SimulatedLatencyVariance = 0.05f;
            //netClient.SimulatedLoss = 0.1f;
            //netClient.SimulatedDuplicates = 0.05f;
            netClient.Start();

            // Initialize engines.
            blockEngine     = new BlockEngine(gameInstance);
            interfaceEngine = new InterfaceEngine(gameInstance);
            playerEngine    = new PlayerEngine(gameInstance);
            skyplaneEngine  = new SkyplaneEngine(gameInstance);
            particleEngine  = new ParticleEngine(gameInstance);

            // Create a camera.
            playerCamera = new Camera(gameInstance.GraphicsDevice);
            UpdateCamera();

            // Load sounds.
            if (!gameInstance.NoSound)
            {
                soundList[InfiniminerSound.DigDirt]         = gameInstance.Content.Load <SoundEffect>("sounds/dig-dirt");
                soundList[InfiniminerSound.DigMetal]        = gameInstance.Content.Load <SoundEffect>("sounds/dig-metal");
                soundList[InfiniminerSound.Ping]            = gameInstance.Content.Load <SoundEffect>("sounds/ping");
                soundList[InfiniminerSound.ConstructionGun] = gameInstance.Content.Load <SoundEffect>("sounds/build");
                soundList[InfiniminerSound.Death]           = gameInstance.Content.Load <SoundEffect>("sounds/death");
                soundList[InfiniminerSound.CashDeposit]     = gameInstance.Content.Load <SoundEffect>("sounds/cash");
                soundList[InfiniminerSound.ClickHigh]       = gameInstance.Content.Load <SoundEffect>("sounds/click-loud");
                soundList[InfiniminerSound.ClickLow]        = gameInstance.Content.Load <SoundEffect>("sounds/click-quiet");
                soundList[InfiniminerSound.GroundHit]       = gameInstance.Content.Load <SoundEffect>("sounds/hitground");
                soundList[InfiniminerSound.Teleporter]      = gameInstance.Content.Load <SoundEffect>("sounds/teleport");
                soundList[InfiniminerSound.Jumpblock]       = gameInstance.Content.Load <SoundEffect>("sounds/jumpblock");
                soundList[InfiniminerSound.Explosion]       = gameInstance.Content.Load <SoundEffect>("sounds/explosion");
                soundList[InfiniminerSound.RadarHigh]       = gameInstance.Content.Load <SoundEffect>("sounds/radar-high");
                soundList[InfiniminerSound.RadarLow]        = gameInstance.Content.Load <SoundEffect>("sounds/radar-low");
                soundList[InfiniminerSound.RadarSwitch]     = gameInstance.Content.Load <SoundEffect>("sounds/switch");
            }

            // Create a SINGLE SPRITEBATCH FOR THE F*****G GOD DAMN STATES AND SHIT
            spriteBatch = new SpriteBatch(gameInstance.GraphicsDevice);

            //Generate a SINGLE 1px white texture
            shade = new Texture2D(gameInstance.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
            shade.SetData(new Color[] { Color.White });
        }
コード例 #8
0
ファイル: BlockEngine.cs プロジェクト: Kleadron/infiniminer
        public IMTexture(InfiniminerGame gameInstance, string filename)
        {
            if (gameInstance != null)
            {
                string customFilename  = "custom/blocks/" + filename + ".png";
                string contentFilename = "blocks/" + filename;
                if (File.Exists(customFilename))
                {
                    FileStream pngFile = File.OpenRead(customFilename);
                    Texture = Texture2D.FromStream(gameInstance.GraphicsDevice, pngFile);
                    pngFile.Close();
                    pngFile.Dispose();
                }
                else
                {
                    Texture = gameInstance.Content.Load <Texture2D>(contentFilename);
                }
            }
            else
            {
                Texture = null;
            }

            LODColor = Color.Black;

            // If this is a null texture, use a black LOD color.
            if (Texture == null)
            {
                return;
            }

            // Calculate the load color dynamically.
            float r = 0, g = 0, b = 0;

            Color[] pixelData = new Color[Texture.Width * Texture.Height];
            Texture.GetData <Color>(pixelData);
            for (int i = 0; i < Texture.Width; i++)
            {
                for (int j = 0; j < Texture.Height; j++)
                {
                    r += pixelData[i + j * Texture.Width].R;
                    g += pixelData[i + j * Texture.Width].G;
                    b += pixelData[i + j * Texture.Width].B;
                }
            }
            r       /= Texture.Width * Texture.Height;
            g       /= Texture.Width * Texture.Height;
            b       /= Texture.Width * Texture.Height;
            LODColor = new Color(r / 256, g / 256, b / 256);
        }
コード例 #9
0
ファイル: Program.cs プロジェクト: ycaihua/Infiniminer
 static void Main(string[] args)
 {
     using (InfiniminerGame game = new InfiniminerGame(args))
     {
         try
         {
             game.Run();
         }
         catch (Exception e)
         {
             System.Windows.Forms.MessageBox.Show(e.Message + "\r\n\r\n" + e.StackTrace);
         }
     }
 }
コード例 #10
0
        public PropertyBag(InfiniminerGame gameInstance)
        {
            // Initialize our network device.
            NetPeerConfiguration netConfig = new NetPeerConfiguration("InfiniminerPlus");

            netClient = new NetClient(netConfig);
            //netClient.SetMessageTypeEnabled(NetMessageType.ConnectionRejected, true);
            netConfig.EnableMessageType(NetIncomingMessageType.WarningMessage);

            //netClient.SimulatedMinimumLatency = 0.1f;
            //netClient.SimulatedLatencyVariance = 0.05f;
            //netClient.SimulatedLoss = 0.1f;
            //netClient.SimulatedDuplicates = 0.05f;
            netClient.Start();

            // Initialize engines.
            blockEngine     = new BlockEngine(gameInstance);
            interfaceEngine = new InterfaceEngine(gameInstance);
            playerEngine    = new PlayerEngine(gameInstance);
            skyplaneEngine  = new SkyplaneEngine(gameInstance);
            particleEngine  = new ParticleEngine(gameInstance);

            // Create a camera.
            playerCamera = new Camera(gameInstance.GraphicsDevice);
            UpdateCamera();

            // Load sounds.
            if (!gameInstance.NoSound)
            {
                soundList[InfiniminerSound.DigDirt]         = gameInstance.Content.Load <SoundEffect>("sounds/dig-dirt");
                soundList[InfiniminerSound.DigMetal]        = gameInstance.Content.Load <SoundEffect>("sounds/dig-metal");
                soundList[InfiniminerSound.Ping]            = gameInstance.Content.Load <SoundEffect>("sounds/ping");
                soundList[InfiniminerSound.ConstructionGun] = gameInstance.Content.Load <SoundEffect>("sounds/build");
                soundList[InfiniminerSound.Death]           = gameInstance.Content.Load <SoundEffect>("sounds/death");
                soundList[InfiniminerSound.CashDeposit]     = gameInstance.Content.Load <SoundEffect>("sounds/cash");
                soundList[InfiniminerSound.ClickHigh]       = gameInstance.Content.Load <SoundEffect>("sounds/click-loud");
                soundList[InfiniminerSound.ClickLow]        = gameInstance.Content.Load <SoundEffect>("sounds/click-quiet");
                soundList[InfiniminerSound.GroundHit]       = gameInstance.Content.Load <SoundEffect>("sounds/hitground");
                soundList[InfiniminerSound.Teleporter]      = gameInstance.Content.Load <SoundEffect>("sounds/teleport");
                soundList[InfiniminerSound.Jumpblock]       = gameInstance.Content.Load <SoundEffect>("sounds/jumpblock");
                soundList[InfiniminerSound.Explosion]       = gameInstance.Content.Load <SoundEffect>("sounds/explosion");
                soundList[InfiniminerSound.RadarHigh]       = gameInstance.Content.Load <SoundEffect>("sounds/radar-high");
                soundList[InfiniminerSound.RadarLow]        = gameInstance.Content.Load <SoundEffect>("sounds/radar-low");
                soundList[InfiniminerSound.RadarSwitch]     = gameInstance.Content.Load <SoundEffect>("sounds/switch");
            }
        }
コード例 #11
0
ファイル: PlayerEngine.cs プロジェクト: bobisfat/Work-Damnit
 public PlayerEngine(InfiniminerGame gameInstance)
 {
     this.gameInstance = gameInstance;
 }
コード例 #12
0
        public InterfaceEngine(InfiniminerGame gameInstance)
        {
            this.gameInstance = gameInstance;
            spriteBatch = new SpriteBatch(gameInstance.GraphicsDevice);

            // Load textures.
            texCrosshairs = gameInstance.Content.Load<Texture2D>("ui/tex_ui_crosshair");
            texBlank = new Texture2D(gameInstance.GraphicsDevice, 1, 1);
            texBlank.SetData(new uint[1] { 0xFFFFFFFF });
            texRadarBackground = gameInstance.Content.Load<Texture2D>("ui/tex_radar_background");
            texRadarForeground = gameInstance.Content.Load<Texture2D>("ui/tex_radar_foreground");
            texRadarPlayerSame = gameInstance.Content.Load<Texture2D>("ui/tex_radar_player_same");
            texRadarPlayerAbove = gameInstance.Content.Load<Texture2D>("ui/tex_radar_player_above");
            texRadarPlayerBelow = gameInstance.Content.Load<Texture2D>("ui/tex_radar_player_below");
            texRadarPlayerPing = gameInstance.Content.Load<Texture2D>("ui/tex_radar_player_ping");
            texRadarNorth = gameInstance.Content.Load<Texture2D>("ui/tex_radar_north");
            texHelp = gameInstance.Content.Load<Texture2D>("menus/tex_menu_help");

            texToolRadarRed = gameInstance.Content.Load<Texture2D>("tools/tex_tool_radar_red");
            texToolRadarBlue = gameInstance.Content.Load<Texture2D>("tools/tex_tool_radar_blue");
            texToolRadarGold = gameInstance.Content.Load<Texture2D>("tools/tex_tool_radar_screen_gold");
            texToolRadarDiamond = gameInstance.Content.Load<Texture2D>("tools/tex_tool_radar_screen_diamond");
            texToolRadarLED = gameInstance.Content.Load<Texture2D>("tools/tex_tool_radar_led");
            texToolRadarPointer = gameInstance.Content.Load<Texture2D>("tools/tex_tool_radar_pointer");
            texToolRadarFlash = gameInstance.Content.Load<Texture2D>("tools/tex_tool_radar_flash");

            texToolBuild = gameInstance.Content.Load<Texture2D>("tools/tex_tool_build");
            texToolBuildCharge = gameInstance.Content.Load<Texture2D>("tools/tex_tool_build_charge");
            texToolBuildBlast = gameInstance.Content.Load<Texture2D>("tools/tex_tool_build_blast");
            texToolBuildSmoke = gameInstance.Content.Load<Texture2D>("tools/tex_tool_build_smoke");

            texToolDetonatorDownRed = gameInstance.Content.Load<Texture2D>("tools/tex_tool_detonator_down_red");
            texToolDetonatorUpRed = gameInstance.Content.Load<Texture2D>("tools/tex_tool_detonator_up_red");
            texToolDetonatorDownBlue = gameInstance.Content.Load<Texture2D>("tools/tex_tool_detonator_down_blue");
            texToolDetonatorUpBlue = gameInstance.Content.Load<Texture2D>("tools/tex_tool_detonator_up_blue");

            drawRect = new Rectangle(gameInstance.GraphicsDevice.Viewport.Width / 2 - 1024 / 2,
                                     gameInstance.GraphicsDevice.Viewport.Height / 2 - 768 / 2,
                                     1024,
                                     1024);

            // Load icons.
            blockIcons[BlockType.BankBlue] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_bank_blue");
            blockIcons[BlockType.BankRed] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_bank_red");
            blockIcons[BlockType.Explosive] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_explosive");
            blockIcons[BlockType.Jump] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_jump");
            blockIcons[BlockType.Water] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_water");
            blockIcons[BlockType.Ladder] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_ladder");
            blockIcons[BlockType.SolidBlue] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_solid_blue");
            blockIcons[BlockType.SolidRed] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_solid_red");
            blockIcons[BlockType.Shock] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_spikes");
            blockIcons[BlockType.TransBlue] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_translucent_blue");
            blockIcons[BlockType.TransRed] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_translucent_red");
            blockIcons[BlockType.GlassB] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_glassb");
            blockIcons[BlockType.GlassR] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_glassr");
            blockIcons[BlockType.BeaconRed] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_beacon");
            blockIcons[BlockType.BeaconBlue] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_beacon");
            blockIcons[BlockType.Road] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_road");
            blockIcons[BlockType.Generator] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_generator");
            blockIcons[BlockType.Controller] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_controller");
            blockIcons[BlockType.Pipe] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_pipe");
            blockIcons[BlockType.Lava] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_pipe");
            blockIcons[BlockType.StealthBlockB] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_stealth");
            blockIcons[BlockType.StealthBlockR] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_stealth");
            blockIcons[BlockType.TrapB] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_trap");
            blockIcons[BlockType.Metal] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_metal");
            blockIcons[BlockType.TrapR] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_trap");
            blockIcons[BlockType.Dirt] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_dirt");
            blockIcons[BlockType.Grass] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_grass");
            blockIcons[BlockType.Pump] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_pump");
            blockIcons[BlockType.Barrel] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_compressor");
            blockIcons[BlockType.Lever] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_lever");
            blockIcons[BlockType.Plate] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_plate");
            blockIcons[BlockType.RadarRed] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_radar");
            blockIcons[BlockType.RadarBlue] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_radar");
            blockIcons[BlockType.Hinge] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_hinge");
            blockIcons[BlockType.ArtCaseR] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_artcaser");
            blockIcons[BlockType.ArtCaseB] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_artcaseb");
            blockIcons[BlockType.ConstructionR] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_magmavent");
            blockIcons[BlockType.ConstructionB] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_magmavent");
            blockIcons[BlockType.ResearchR] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_research");
            blockIcons[BlockType.ResearchB] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_research");
            //held icons
            blockIcons[BlockType.Diamond] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_diamond");
            blockIcons[BlockType.MagmaVent] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_magmavent");
            blockIcons[BlockType.Gold] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_silver");
            blockIcons[BlockType.Ore] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_ore");
            blockIcons[BlockType.DirtSign] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_dirt_sign");
            blockIcons[BlockType.Rock] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_rock");
            blockIcons[BlockType.Sand] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_sand");
            blockIcons[BlockType.Spring] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_spring");
            blockIcons[BlockType.Mud] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_dirt");
            blockIcons[BlockType.SolidBlue2] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_solid_blue");
            blockIcons[BlockType.SolidRed2] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_solid_red");
            //blockIcons[BlockType.Spring] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_rock");
            blockIcons[BlockType.None] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_deconstruction");

            // Load fonts.
            uiFont = gameInstance.Content.Load<SpriteFont>("font_04b08");
            radarFont = gameInstance.Content.Load<SpriteFont>("font_04b03b");
        }
コード例 #13
0
        public BlockEngine(InfiniminerGame gameInstance)
        {
            this.gameInstance = gameInstance;

            // Initialize the block list.
            downloadList = new BlockType[MAPSIZE, MAPSIZE, MAPSIZE];
            blockList = new BlockType[MAPSIZE, MAPSIZE, MAPSIZE];
            for (ushort i = 0; i < MAPSIZE; i++)
                for (ushort j = 0; j < MAPSIZE; j++)
                    for (ushort k = 0; k < MAPSIZE; k++)
                    {
                        downloadList[i, j, k] = BlockType.None;
                        blockList[i, j, k] = BlockType.None;
                    }

            // Initialize the face lists.
            faceMap = new Dictionary<uint,bool>[(byte)BlockTexture.MAXIMUM, NUMREGIONS];
            for (BlockTexture blockTexture = BlockTexture.None; blockTexture < BlockTexture.MAXIMUM; blockTexture++)
                for (int r=0; r<NUMREGIONS; r++)
                    faceMap[(byte)blockTexture, r] = new Dictionary<uint, bool>();

            // Initialize the texture map.
            blockTextureMap = new BlockTexture[(byte)BlockType.MAXIMUM, 6];
            for (BlockType blockType = BlockType.None; blockType < BlockType.MAXIMUM; blockType++)
                for (BlockFaceDirection faceDir = BlockFaceDirection.XIncreasing; faceDir < BlockFaceDirection.MAXIMUM; faceDir++)
                    blockTextureMap[(byte)blockType,(byte)faceDir] = BlockInformation.GetTexture(blockType, faceDir);

            // Load the textures we'll use.
            blockTextures = new IMTexture[(byte)BlockTexture.MAXIMUM];
            blockTextures[(byte)BlockTexture.None] = new IMTexture(null);
            blockTextures[(byte)BlockTexture.Dirt] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_dirt"));
            blockTextures[(byte)BlockTexture.Rock] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_rock"));
            blockTextures[(byte)BlockTexture.Ore] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_ore"));
            blockTextures[(byte)BlockTexture.Gold] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_silver"));
            blockTextures[(byte)BlockTexture.Diamond] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_diamond"));
            blockTextures[(byte)BlockTexture.HomeRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_home_red"));
            blockTextures[(byte)BlockTexture.HomeBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_home_blue"));
            blockTextures[(byte)BlockTexture.SolidRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_red"));
            blockTextures[(byte)BlockTexture.SolidBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_blue"));
            blockTextures[(byte)BlockTexture.Ladder] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_ladder"));
            blockTextures[(byte)BlockTexture.LadderTop] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_ladder_top"));
            blockTextures[(byte)BlockTexture.Spikes] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_spikes"));
            blockTextures[(byte)BlockTexture.Jump] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_jump"));
            blockTextures[(byte)BlockTexture.JumpTop] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_jump_top"));
            blockTextures[(byte)BlockTexture.Explosive] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_explosive"));
            blockTextures[(byte)BlockTexture.Metal] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_metal"));
            blockTextures[(byte)BlockTexture.DirtSign] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_dirt_sign"));
            blockTextures[(byte)BlockTexture.BankTopRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_top_red"));
            blockTextures[(byte)BlockTexture.BankLeftRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_left_red"));
            blockTextures[(byte)BlockTexture.BankFrontRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_front_red"));
            blockTextures[(byte)BlockTexture.BankRightRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_right_red"));
            blockTextures[(byte)BlockTexture.BankBackRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_back_red"));
            blockTextures[(byte)BlockTexture.BankTopBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_top_blue"));
            blockTextures[(byte)BlockTexture.BankLeftBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_left_blue"));
            blockTextures[(byte)BlockTexture.BankFrontBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_front_blue"));
            blockTextures[(byte)BlockTexture.BankRightBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_right_blue"));
            blockTextures[(byte)BlockTexture.BankBackBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_back_blue"));
            blockTextures[(byte)BlockTexture.TeleSideA] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_teleporter_a"));
            blockTextures[(byte)BlockTexture.TeleSideB] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_teleporter_b"));
            blockTextures[(byte)BlockTexture.TeleTop] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_teleporter_top"));
            blockTextures[(byte)BlockTexture.TeleBottom] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_teleporter_bottom"));
            blockTextures[(byte)BlockTexture.Lava] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_lava"));
            blockTextures[(byte)BlockTexture.Road] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_road"));
            blockTextures[(byte)BlockTexture.RoadTop] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_road_top"));
            blockTextures[(byte)BlockTexture.RoadBottom] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_road_bottom"));
            blockTextures[(byte)BlockTexture.BeaconRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_beacon_top_red"));
            blockTextures[(byte)BlockTexture.BeaconBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_beacon_top_blue"));
            blockTextures[(byte)BlockTexture.TransRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_trans_red"));
            blockTextures[(byte)BlockTexture.TransBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_trans_blue"));

            // Load our effects.
            basicEffect = gameInstance.Content.Load<Effect>("effect_basic");

            // Build vertex lists.
            vertexBuffers = new DynamicVertexBuffer[(byte)BlockTexture.MAXIMUM, NUMREGIONS];
            vertexListDirty = new bool[(byte)BlockTexture.MAXIMUM, NUMREGIONS];
            for (int i = 0; i < (byte)BlockTexture.MAXIMUM; i++)
                for (int j = 0; j < NUMREGIONS; j++)
                    vertexListDirty[i, j] = true;

            // Initialize any graphics stuff.
            vertexDeclaration = new VertexDeclaration(gameInstance.GraphicsDevice, VertexPositionTextureShade.VertexElements);

            // Initialize the bloom engine.
            if (gameInstance.RenderPretty)
            {
                bloomPosteffect = new BloomComponent();
                bloomPosteffect.Load(gameInstance.GraphicsDevice, gameInstance.Content);
            }
            else
                bloomPosteffect = null;
        }
コード例 #14
0
ファイル: BlockEngine.cs プロジェクト: bobisfat/Infiniminer
        public BlockEngine(InfiniminerGame gameInstance)
        {
            this.gameInstance = gameInstance;

            // Initialize the block list.
            downloadList = new BlockType[MAPSIZE, MAPSIZE, MAPSIZE];
            blockList = new BlockType[MAPSIZE, MAPSIZE, MAPSIZE];
            for (ushort i = 0; i < MAPSIZE; i++)
                for (ushort j = 0; j < MAPSIZE; j++)
                    for (ushort k = 0; k < MAPSIZE; k++)
                    {
                        downloadList[i, j, k] = BlockType.None;
                        blockList[i, j, k] = BlockType.None;
                    }

            // Initialize the face lists.
            faceMap = new Dictionary<uint,bool>[(byte)BlockTexture.MAXIMUM, NUMREGIONS];
            for (BlockTexture blockTexture = BlockTexture.None; blockTexture < BlockTexture.MAXIMUM; blockTexture++)
                for (int r=0; r<NUMREGIONS; r++)
                    faceMap[(byte)blockTexture, r] = new Dictionary<uint, bool>();

            // Initialize the texture map.
            blockTextureMap = new BlockTexture[(byte)BlockType.MAXIMUM, 6];
            for (BlockType blockType = BlockType.None; blockType < BlockType.MAXIMUM; blockType++)
                for (BlockFaceDirection faceDir = BlockFaceDirection.XIncreasing; faceDir < BlockFaceDirection.MAXIMUM; faceDir++)
                    blockTextureMap[(byte)blockType,(byte)faceDir] = BlockInformation.GetTexture(blockType, faceDir);

            // Load the textures we'll use.
            blockTextures = new IMTexture[(byte)BlockTexture.MAXIMUM];
            blockTextures[(byte)BlockTexture.None] = new IMTexture(null);
            blockTextures[(byte)BlockTexture.Dirt] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_dirt"));
            blockTextures[(byte)BlockTexture.Mud] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_mud"));
            blockTextures[(byte)BlockTexture.Grass] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_grass"));
            blockTextures[(byte)BlockTexture.GrassSide] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_grass_side"));
            blockTextures[(byte)BlockTexture.Sand] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_sand"));
            blockTextures[(byte)BlockTexture.Rock] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_rock"));
            blockTextures[(byte)BlockTexture.Ore] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_ore"));
            blockTextures[(byte)BlockTexture.Gold] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_silver"));
            blockTextures[(byte)BlockTexture.Diamond] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_diamond"));
            blockTextures[(byte)BlockTexture.HomeRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_home_red"));
            blockTextures[(byte)BlockTexture.HomeBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_home_blue"));
            blockTextures[(byte)BlockTexture.SolidRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_red"));
            blockTextures[(byte)BlockTexture.SolidBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_blue"));
            blockTextures[(byte)BlockTexture.SolidRed2] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_red2"));//placeholder texture
            blockTextures[(byte)BlockTexture.SolidBlue2] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_blue2"));//placeholder texture
            blockTextures[(byte)BlockTexture.Ladder] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_ladder"));
            blockTextures[(byte)BlockTexture.LadderTop] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_ladder_top"));
            blockTextures[(byte)BlockTexture.Spikes] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_spikes"));
            blockTextures[(byte)BlockTexture.Jump] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_jump"));
            blockTextures[(byte)BlockTexture.JumpTop] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_jump_top"));
            blockTextures[(byte)BlockTexture.Explosive] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_explosive"));
            blockTextures[(byte)BlockTexture.Metal] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_metal"));
            blockTextures[(byte)BlockTexture.DirtSign] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_dirt_sign"));
            blockTextures[(byte)BlockTexture.BankTopRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_top_red"));
            blockTextures[(byte)BlockTexture.BankLeftRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_left_red"));
            blockTextures[(byte)BlockTexture.BankFrontRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_front_red"));
            blockTextures[(byte)BlockTexture.BankRightRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_right_red"));
            blockTextures[(byte)BlockTexture.BankBackRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_back_red"));
            blockTextures[(byte)BlockTexture.BankTopBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_top_blue"));
            blockTextures[(byte)BlockTexture.BankLeftBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_left_blue"));
            blockTextures[(byte)BlockTexture.BankFrontBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_front_blue"));
            blockTextures[(byte)BlockTexture.BankRightBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_right_blue"));
            blockTextures[(byte)BlockTexture.BankBackBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_back_blue"));
            blockTextures[(byte)BlockTexture.Forge] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_forge"));
            blockTextures[(byte)BlockTexture.ForgeSide] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_forge_side"));
            blockTextures[(byte)BlockTexture.ArtCaseR] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_artcase_red"));
            blockTextures[(byte)BlockTexture.ArtCaseB] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_artcase_blue"));

            //base block
            blockTextures[(byte)BlockTexture.BaseTopRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_top_red"));
            blockTextures[(byte)BlockTexture.BaseLeftRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_left_red"));
            blockTextures[(byte)BlockTexture.BaseFrontRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_front_red"));
            blockTextures[(byte)BlockTexture.BaseRightRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_right_red"));
            blockTextures[(byte)BlockTexture.BaseBackRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_back_red"));
            blockTextures[(byte)BlockTexture.BaseTopBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_top_blue"));
            blockTextures[(byte)BlockTexture.BaseLeftBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_left_blue"));
            blockTextures[(byte)BlockTexture.BaseFrontBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_front_blue"));
            blockTextures[(byte)BlockTexture.BaseRightBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_right_blue"));
            blockTextures[(byte)BlockTexture.BaseBackBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_bank_back_blue"));
            //base block
            blockTextures[(byte)BlockTexture.TeleSideA] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_teleporter_a"));
            blockTextures[(byte)BlockTexture.TeleSideB] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_teleporter_b"));
            blockTextures[(byte)BlockTexture.TeleTop] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_teleporter_top"));
            blockTextures[(byte)BlockTexture.TeleBottom] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_teleporter_bottom"));
            blockTextures[(byte)BlockTexture.Lava] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_lava"));
            blockTextures[(byte)BlockTexture.Water] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_trans_water"));
            blockTextures[(byte)BlockTexture.Road] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_road"));
            blockTextures[(byte)BlockTexture.RoadTop] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_road_top"));
            blockTextures[(byte)BlockTexture.RoadBottom] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_road_bottom"));
            blockTextures[(byte)BlockTexture.BeaconRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_beacon_top_red"));
            blockTextures[(byte)BlockTexture.BeaconBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_beacon_top_blue"));
            blockTextures[(byte)BlockTexture.TransRed] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_trans_red"));
            blockTextures[(byte)BlockTexture.TransBlue] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_trans_blue"));
            blockTextures[(byte)BlockTexture.GlassR] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_glass_red"));
            blockTextures[(byte)BlockTexture.GlassB] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_glass_blue"));
            blockTextures[(byte)BlockTexture.ForceR] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_force_red"));
            blockTextures[(byte)BlockTexture.ForceB] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_force_blue"));

            blockTextures[(byte)BlockTexture.Generator] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_generator"));
            blockTextures[(byte)BlockTexture.Controller] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_controller"));
            blockTextures[(byte)BlockTexture.Pipe] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_pipe"));
            blockTextures[(byte)BlockTexture.Pump] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_pump"));
            blockTextures[(byte)BlockTexture.Barrel] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_barrel_side"));
            blockTextures[(byte)BlockTexture.BarrelTop] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_barrel_top"));
            blockTextures[(byte)BlockTexture.Spring] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_spring"));
            blockTextures[(byte)BlockTexture.MagmaVent] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_magmavent"));
            blockTextures[(byte)BlockTexture.MagmaBurst] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_magma"));
            blockTextures[(byte)BlockTexture.Fire] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_fire"));
            blockTextures[(byte)BlockTexture.StealthBlockR] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_dirt_trans"));
            blockTextures[(byte)BlockTexture.StealthBlockB] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_dirt_trans"));
            blockTextures[(byte)BlockTexture.Trap] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_dirt"));
            blockTextures[(byte)BlockTexture.TrapB] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_dirt"));
            blockTextures[(byte)BlockTexture.TrapR] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_dirt"));
            blockTextures[(byte)BlockTexture.TrapVis] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_trapVis"));
            blockTextures[(byte)BlockTexture.Magma] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_magma"));
            blockTextures[(byte)BlockTexture.Lever] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_mechanism"));
            blockTextures[(byte)BlockTexture.Plate] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_metal"));
            blockTextures[(byte)BlockTexture.Hinge] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_hinge"));
            blockTextures[(byte)BlockTexture.Construction] = new IMTexture(gameInstance.Content.Load<Texture2D>("blocks/tex_block_construction"));

            // Load our effects.
            basicEffect = gameInstance.Content.Load<Effect>("effect_basic");

            // Build vertex lists.
            vertexBuffers = new DynamicVertexBuffer[(byte)BlockTexture.MAXIMUM, NUMREGIONS];
            vertexListDirty = new bool[(byte)BlockTexture.MAXIMUM, NUMREGIONS];
            Light = new float[MAPSIZE, MAPSIZE, MAPSIZE];

            for(int x = 0;x < MAPSIZE-1;x++)
                for (int y = 0; y < MAPSIZE - 1; y++)
                    for (int z = 0; z < MAPSIZE - 1; z++)
                    {
                        Light[x, y, z] = 0.2f;
                    }
            for (int i = 0; i < (byte)BlockTexture.MAXIMUM; i++)
                for (int j = 0; j < NUMREGIONS; j++)
                    vertexListDirty[i, j] = true;

            // Initialize any graphics stuff.
            vertexDeclaration = new VertexDeclaration(gameInstance.GraphicsDevice, VertexPositionTextureShade.VertexElements);

            // Initialize the bloom engine.
            if (gameInstance.RenderPretty)
            {
                bloomPosteffect = new BloomComponent();
                bloomPosteffect.Load(gameInstance.GraphicsDevice, gameInstance.Content);
            }
            else
                bloomPosteffect = null;
        }
コード例 #15
0
ファイル: PlayerEngine.cs プロジェクト: Kleadron/infiniminer
 public PlayerEngine(InfiniminerGame gameInstance)
 {
     this.gameInstance = gameInstance;
 }
コード例 #16
0
ファイル: InterfaceEngine.cs プロジェクト: gibbed/Infiniminer
        public InterfaceEngine(InfiniminerGame gameInstance)
        {
            this.gameInstance = gameInstance;
            spriteBatch = new SpriteBatch(gameInstance.GraphicsDevice);

            // Load textures.
            texCrosshairs = gameInstance.Content.Load<Texture2D>("ui/tex_ui_crosshair");
            texBlank = new Texture2D(gameInstance.GraphicsDevice, 1, 1);
            texBlank.SetData(new uint[1] { 0xFFFFFFFF });
            texRadarBackground = gameInstance.Content.Load<Texture2D>("ui/tex_radar_background");
            texRadarForeground = gameInstance.Content.Load<Texture2D>("ui/tex_radar_foreground");
            texRadarPlayerSame = gameInstance.Content.Load<Texture2D>("ui/tex_radar_player_same");
            texRadarPlayerAbove = gameInstance.Content.Load<Texture2D>("ui/tex_radar_player_above");
            texRadarPlayerBelow = gameInstance.Content.Load<Texture2D>("ui/tex_radar_player_below");
            texRadarPlayerPing = gameInstance.Content.Load<Texture2D>("ui/tex_radar_player_ping");
            texRadarNorth = gameInstance.Content.Load<Texture2D>("ui/tex_radar_north");
            texHelp = gameInstance.Content.Load<Texture2D>("menus/tex_menu_help");

            texToolRadarRed = gameInstance.Content.Load<Texture2D>("tools/tex_tool_radar_red");
            texToolRadarBlue = gameInstance.Content.Load<Texture2D>("tools/tex_tool_radar_blue");
            texToolRadarGold = gameInstance.Content.Load<Texture2D>("tools/tex_tool_radar_screen_gold");
            texToolRadarDiamond = gameInstance.Content.Load<Texture2D>("tools/tex_tool_radar_screen_diamond");
            texToolRadarLED = gameInstance.Content.Load<Texture2D>("tools/tex_tool_radar_led");
            texToolRadarPointer = gameInstance.Content.Load<Texture2D>("tools/tex_tool_radar_pointer");
            texToolRadarFlash = gameInstance.Content.Load<Texture2D>("tools/tex_tool_radar_flash");

            texToolBuild = gameInstance.Content.Load<Texture2D>("tools/tex_tool_build");
            texToolBuildCharge = gameInstance.Content.Load<Texture2D>("tools/tex_tool_build_charge");
            texToolBuildBlast = gameInstance.Content.Load<Texture2D>("tools/tex_tool_build_blast");
            texToolBuildSmoke = gameInstance.Content.Load<Texture2D>("tools/tex_tool_build_smoke");

            texToolDetonatorDownRed = gameInstance.Content.Load<Texture2D>("tools/tex_tool_detonator_down_red");
            texToolDetonatorUpRed = gameInstance.Content.Load<Texture2D>("tools/tex_tool_detonator_up_red");
            texToolDetonatorDownBlue = gameInstance.Content.Load<Texture2D>("tools/tex_tool_detonator_down_blue");
            texToolDetonatorUpBlue = gameInstance.Content.Load<Texture2D>("tools/tex_tool_detonator_up_blue");

            drawRect = new Rectangle(gameInstance.GraphicsDevice.Viewport.Width / 2 - 1024 / 2,
                                     gameInstance.GraphicsDevice.Viewport.Height / 2 - 768 / 2,
                                     1024,
                                     1024);

            // Load icons.
            blockIcons[BlockType.BankBlue] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_bank_blue");
            blockIcons[BlockType.BankRed] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_bank_red");
            blockIcons[BlockType.Explosive] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_explosive");
            blockIcons[BlockType.Jump] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_jump");
            blockIcons[BlockType.Ladder] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_ladder");
            blockIcons[BlockType.SolidBlue] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_solid_blue");
            blockIcons[BlockType.SolidRed] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_solid_red");
            blockIcons[BlockType.Shock] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_spikes");
            blockIcons[BlockType.TransBlue] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_translucent_blue");
            blockIcons[BlockType.TransRed] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_translucent_red");
            blockIcons[BlockType.BeaconRed] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_beacon");
            blockIcons[BlockType.BeaconBlue] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_beacon");
            blockIcons[BlockType.Road] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_road");
            blockIcons[BlockType.None] = gameInstance.Content.Load<Texture2D>("icons/tex_icon_deconstruction");

            // Load fonts.
            uiFont = gameInstance.Content.Load<SpriteFont>("font_04b08");
            radarFont = gameInstance.Content.Load<SpriteFont>("font_04b03b");
        }
コード例 #17
0
 public InterfaceElement(Infiniminer.InfiniminerGame gameInstance, Infiniminer.PropertyBag pb)
 {
     uiFont = gameInstance.Content.Load <SpriteFont>("font_04b08");
     _P     = pb;
 }
コード例 #18
0
        public InterfaceEngine(InfiniminerGame gameInstance)
        {
            this.gameInstance = gameInstance;
            spriteBatch       = new SpriteBatch(gameInstance.GraphicsDevice);

            // Load textures.
            texCrosshairs = gameInstance.Content.Load <Texture2D>("ui/tex_ui_crosshair");
            texBlank      = new Texture2D(gameInstance.GraphicsDevice, 1, 1);
            texBlank.SetData(new uint[1] {
                0xFFFFFFFF
            });
            texRadarBackground  = gameInstance.Content.Load <Texture2D>("ui/tex_radar_background");
            texRadarForeground  = gameInstance.Content.Load <Texture2D>("ui/tex_radar_foreground");
            texRadarPlayerSame  = gameInstance.Content.Load <Texture2D>("ui/tex_radar_player_same");
            texRadarPlayerAbove = gameInstance.Content.Load <Texture2D>("ui/tex_radar_player_above");
            texRadarPlayerBelow = gameInstance.Content.Load <Texture2D>("ui/tex_radar_player_below");
            texRadarPlayerPing  = gameInstance.Content.Load <Texture2D>("ui/tex_radar_player_ping");
            texRadarNorth       = gameInstance.Content.Load <Texture2D>("ui/tex_radar_north");
            texHelp             = gameInstance.Content.Load <Texture2D>("menus/tex_menu_help");

            texToolRadarRed     = gameInstance.Content.Load <Texture2D>("tools/tex_tool_radar_red");
            texToolRadarBlue    = gameInstance.Content.Load <Texture2D>("tools/tex_tool_radar_blue");
            texToolRadarGold    = gameInstance.Content.Load <Texture2D>("tools/tex_tool_radar_screen_gold");
            texToolRadarDiamond = gameInstance.Content.Load <Texture2D>("tools/tex_tool_radar_screen_diamond");
            texToolRadarLED     = gameInstance.Content.Load <Texture2D>("tools/tex_tool_radar_led");
            texToolRadarPointer = gameInstance.Content.Load <Texture2D>("tools/tex_tool_radar_pointer");
            texToolRadarFlash   = gameInstance.Content.Load <Texture2D>("tools/tex_tool_radar_flash");

            texToolBuild       = gameInstance.Content.Load <Texture2D>("tools/tex_tool_build");
            texToolBuildCharge = gameInstance.Content.Load <Texture2D>("tools/tex_tool_build_charge");
            texToolBuildBlast  = gameInstance.Content.Load <Texture2D>("tools/tex_tool_build_blast");
            texToolBuildSmoke  = gameInstance.Content.Load <Texture2D>("tools/tex_tool_build_smoke");

            texToolDetonatorDownRed  = gameInstance.Content.Load <Texture2D>("tools/tex_tool_detonator_down_red");
            texToolDetonatorUpRed    = gameInstance.Content.Load <Texture2D>("tools/tex_tool_detonator_up_red");
            texToolDetonatorDownBlue = gameInstance.Content.Load <Texture2D>("tools/tex_tool_detonator_down_blue");
            texToolDetonatorUpBlue   = gameInstance.Content.Load <Texture2D>("tools/tex_tool_detonator_up_blue");

            drawRect = new Rectangle(gameInstance.GraphicsDevice.Viewport.Width / 2 - 1024 / 2,
                                     gameInstance.GraphicsDevice.Viewport.Height / 2 - 768 / 2,
                                     1024,
                                     1024);

            // Load icons.
            blockIcons[BlockType.BankBlue]   = gameInstance.Content.Load <Texture2D>("icons/tex_icon_bank_blue");
            blockIcons[BlockType.BankRed]    = gameInstance.Content.Load <Texture2D>("icons/tex_icon_bank_red");
            blockIcons[BlockType.Explosive]  = gameInstance.Content.Load <Texture2D>("icons/tex_icon_explosive");
            blockIcons[BlockType.Jump]       = gameInstance.Content.Load <Texture2D>("icons/tex_icon_jump");
            blockIcons[BlockType.Ladder]     = gameInstance.Content.Load <Texture2D>("icons/tex_icon_ladder");
            blockIcons[BlockType.SolidBlue]  = gameInstance.Content.Load <Texture2D>("icons/tex_icon_solid_blue");
            blockIcons[BlockType.SolidRed]   = gameInstance.Content.Load <Texture2D>("icons/tex_icon_solid_red");
            blockIcons[BlockType.Shock]      = gameInstance.Content.Load <Texture2D>("icons/tex_icon_spikes");
            blockIcons[BlockType.TransBlue]  = gameInstance.Content.Load <Texture2D>("icons/tex_icon_translucent_blue");
            blockIcons[BlockType.TransRed]   = gameInstance.Content.Load <Texture2D>("icons/tex_icon_translucent_red");
            blockIcons[BlockType.BeaconRed]  = gameInstance.Content.Load <Texture2D>("icons/tex_icon_beacon");
            blockIcons[BlockType.BeaconBlue] = gameInstance.Content.Load <Texture2D>("icons/tex_icon_beacon");
            blockIcons[BlockType.Road]       = gameInstance.Content.Load <Texture2D>("icons/tex_icon_road");
            blockIcons[BlockType.None]       = gameInstance.Content.Load <Texture2D>("icons/tex_icon_deconstruction");

            // Load fonts.
            uiFont    = gameInstance.Content.Load <SpriteFont>("font_04b08");
            radarFont = gameInstance.Content.Load <SpriteFont>("font_04b03b");
        }
コード例 #19
0
 public InterfaceTextInput(Infiniminer.InfiniminerGame gameInstance, Infiniminer.PropertyBag pb)
 {
     uiFont = gameInstance.Content.Load <SpriteFont>("font_04b08");
     _P     = pb;
     //keyMap = new Infiniminer.KeyMap();
 }
コード例 #20
0
ファイル: PropertyBag.cs プロジェクト: bobisfat/Infiniminer
        bool colorDirection = true; //increases when true

        #endregion Fields

        #region Constructors

        public PropertyBag(InfiniminerGame gameInstance)
        {
            // Initialize our network device.
            NetConfiguration netConfig = new NetConfiguration("InfiniminerPlus");

            netClient = new NetClient(netConfig);
            netClient.SetMessageTypeEnabled(NetMessageType.ConnectionRejected, true);

            //netClient.SimulatedMinimumLatency = 0.5f;
            //netClient.SimulatedLatencyVariance = 0.1f;
            //netClient.SimulatedLoss = 0.2f;
            //netClient.SimulatedDuplicates = 0.1f;
            for (int a = 0; a < 50; a++)
            {
                Content[a] = 0;
            }
            artifactActive = new int[3, 20];

            netClient.Start();

            // Initialize engines.
            blockEngine = new BlockEngine(gameInstance);
            interfaceEngine = new InterfaceEngine(gameInstance);
            playerEngine = new PlayerEngine(gameInstance);
            skyplaneEngine = new SkyplaneEngine(gameInstance);
            particleEngine = new ParticleEngine(gameInstance);
            // Create a camera.
            playerCamera = new Camera(gameInstance.GraphicsDevice);

            UpdateCamera();

            // Load sounds.
            if (!gameInstance.NoSound)
            {
                soundList[InfiniminerSound.DigDirt] = gameInstance.Content.Load<SoundEffect>("sounds/dig-dirt");
                soundList[InfiniminerSound.DigMetal] = gameInstance.Content.Load<SoundEffect>("sounds/dig-metal");
                soundList[InfiniminerSound.Ping] = gameInstance.Content.Load<SoundEffect>("sounds/ping");
                soundList[InfiniminerSound.ConstructionGun] = gameInstance.Content.Load<SoundEffect>("sounds/build");
                soundList[InfiniminerSound.Death] = gameInstance.Content.Load<SoundEffect>("sounds/death");
                soundList[InfiniminerSound.CashDeposit] = gameInstance.Content.Load<SoundEffect>("sounds/cash");
                soundList[InfiniminerSound.ClickHigh] = gameInstance.Content.Load<SoundEffect>("sounds/click-loud");
                soundList[InfiniminerSound.ClickLow] = gameInstance.Content.Load<SoundEffect>("sounds/click-quiet");
                soundList[InfiniminerSound.GroundHit] = gameInstance.Content.Load<SoundEffect>("sounds/hitground");
                soundList[InfiniminerSound.Teleporter] = gameInstance.Content.Load<SoundEffect>("sounds/teleport");
                soundList[InfiniminerSound.Jumpblock] = gameInstance.Content.Load<SoundEffect>("sounds/jumpblock");
                soundList[InfiniminerSound.Explosion] = gameInstance.Content.Load<SoundEffect>("sounds/explosion");
                soundList[InfiniminerSound.RadarHigh] = gameInstance.Content.Load<SoundEffect>("sounds/radar-high");
                soundList[InfiniminerSound.RadarLow] = gameInstance.Content.Load<SoundEffect>("sounds/radar-low");
                soundList[InfiniminerSound.RadarSwitch] = gameInstance.Content.Load<SoundEffect>("sounds/switch");
                soundList[InfiniminerSound.RockFall] = gameInstance.Content.Load<SoundEffect>("sounds/rockfall");
            }
        }
コード例 #21
0
 public InterfaceSlider(Infiniminer.InfiniminerGame gameInstance)
 {
     uiFont = gameInstance.Content.Load <SpriteFont>("font_04b08");
 }
コード例 #22
0
ファイル: PlayerEngine.cs プロジェクト: CalmBit/infiniminer
 public PlayerEngine(InfiniminerGame gameInstance)
 {
     this.gameInstance = gameInstance;
     blockEngine       = gameInstance.propertyBag.GetEngine <BlockEngine>("blockEngine");
 }
コード例 #23
0
        public BlockEngine(InfiniminerGame gameInstance)
        {
            this.gameInstance = gameInstance;

            // Initialize the block list.
            downloadList = new BlockType[MAPSIZE, MAPSIZE, MAPSIZE];
            blockList    = new BlockType[MAPSIZE, MAPSIZE, MAPSIZE];
            for (ushort i = 0; i < MAPSIZE; i++)
            {
                for (ushort j = 0; j < MAPSIZE; j++)
                {
                    for (ushort k = 0; k < MAPSIZE; k++)
                    {
                        downloadList[i, j, k] = BlockType.None;
                        blockList[i, j, k]    = BlockType.None;
                    }
                }
            }

            // Initialize the face lists.
            faceMap = new Dictionary <uint, bool> [(byte)BlockTexture.MAXIMUM, NUMREGIONS];
            for (BlockTexture blockTexture = BlockTexture.None; blockTexture < BlockTexture.MAXIMUM; blockTexture++)
            {
                for (int r = 0; r < NUMREGIONS; r++)
                {
                    faceMap[(byte)blockTexture, r] = new Dictionary <uint, bool>();
                }
            }

            // Initialize the texture map.
            blockTextureMap = new BlockTexture[(byte)BlockType.MAXIMUM, 6];
            for (BlockType blockType = BlockType.None; blockType < BlockType.MAXIMUM; blockType++)
            {
                for (BlockFaceDirection faceDir = BlockFaceDirection.XIncreasing; faceDir < BlockFaceDirection.MAXIMUM; faceDir++)
                {
                    blockTextureMap[(byte)blockType, (byte)faceDir] = BlockInformation.GetTexture(blockType, faceDir);
                }
            }

            // Load the textures we'll use.
            blockTextures = new IMTexture[(byte)BlockTexture.MAXIMUM];
            blockTextures[(byte)BlockTexture.None]          = new IMTexture(null);
            blockTextures[(byte)BlockTexture.Dirt]          = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_dirt"));
            blockTextures[(byte)BlockTexture.Rock]          = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_rock"));
            blockTextures[(byte)BlockTexture.Ore]           = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_ore"));
            blockTextures[(byte)BlockTexture.Gold]          = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_silver"));
            blockTextures[(byte)BlockTexture.Diamond]       = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_diamond"));
            blockTextures[(byte)BlockTexture.HomeRed]       = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_home_red"));
            blockTextures[(byte)BlockTexture.HomeBlue]      = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_home_blue"));
            blockTextures[(byte)BlockTexture.SolidRed]      = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_red"));
            blockTextures[(byte)BlockTexture.SolidBlue]     = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_blue"));
            blockTextures[(byte)BlockTexture.Ladder]        = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_ladder"));
            blockTextures[(byte)BlockTexture.LadderTop]     = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_ladder_top"));
            blockTextures[(byte)BlockTexture.Spikes]        = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_spikes"));
            blockTextures[(byte)BlockTexture.Jump]          = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_jump"));
            blockTextures[(byte)BlockTexture.JumpTop]       = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_jump_top"));
            blockTextures[(byte)BlockTexture.Explosive]     = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_explosive"));
            blockTextures[(byte)BlockTexture.Metal]         = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_metal"));
            blockTextures[(byte)BlockTexture.DirtSign]      = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_dirt_sign"));
            blockTextures[(byte)BlockTexture.BankTopRed]    = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_bank_top_red"));
            blockTextures[(byte)BlockTexture.BankLeftRed]   = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_bank_left_red"));
            blockTextures[(byte)BlockTexture.BankFrontRed]  = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_bank_front_red"));
            blockTextures[(byte)BlockTexture.BankRightRed]  = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_bank_right_red"));
            blockTextures[(byte)BlockTexture.BankBackRed]   = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_bank_back_red"));
            blockTextures[(byte)BlockTexture.BankTopBlue]   = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_bank_top_blue"));
            blockTextures[(byte)BlockTexture.BankLeftBlue]  = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_bank_left_blue"));
            blockTextures[(byte)BlockTexture.BankFrontBlue] = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_bank_front_blue"));
            blockTextures[(byte)BlockTexture.BankRightBlue] = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_bank_right_blue"));
            blockTextures[(byte)BlockTexture.BankBackBlue]  = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_bank_back_blue"));
            blockTextures[(byte)BlockTexture.TeleSideA]     = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_teleporter_a"));
            blockTextures[(byte)BlockTexture.TeleSideB]     = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_teleporter_b"));
            blockTextures[(byte)BlockTexture.TeleTop]       = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_teleporter_top"));
            blockTextures[(byte)BlockTexture.TeleBottom]    = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_teleporter_bottom"));
            blockTextures[(byte)BlockTexture.Lava]          = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_lava"));
            blockTextures[(byte)BlockTexture.Road]          = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_road"));
            blockTextures[(byte)BlockTexture.RoadTop]       = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_road_top"));
            blockTextures[(byte)BlockTexture.RoadBottom]    = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_road_bottom"));
            blockTextures[(byte)BlockTexture.BeaconRed]     = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_beacon_top_red"));
            blockTextures[(byte)BlockTexture.BeaconBlue]    = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_beacon_top_blue"));
            blockTextures[(byte)BlockTexture.TransRed]      = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_trans_red"));
            blockTextures[(byte)BlockTexture.TransBlue]     = new IMTexture(gameInstance.Content.Load <Texture2D>("blocks/tex_block_trans_blue"));

            // Load our effects.
            basicEffect = gameInstance.Content.Load <Effect>("effect_basic");

            // Build vertex lists.
            vertexBuffers   = new DynamicVertexBuffer[(byte)BlockTexture.MAXIMUM, NUMREGIONS];
            vertexListDirty = new bool[(byte)BlockTexture.MAXIMUM, NUMREGIONS];
            for (int i = 0; i < (byte)BlockTexture.MAXIMUM; i++)
            {
                for (int j = 0; j < NUMREGIONS; j++)
                {
                    vertexListDirty[i, j] = true;
                }
            }

            // Initialize any graphics stuff.
            vertexDeclaration = new VertexDeclaration(VertexPositionTexture.VertexDeclaration.GetVertexElements());


            // Initialize the bloom engine.
            if (gameInstance.RenderPretty)
            {
                bloomPosteffect = new BloomComponent();
                bloomPosteffect.Load(gameInstance.GraphicsDevice, gameInstance.Content);
            }
            else
            {
                bloomPosteffect = null;
            }
        }