/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here camera = new Camera(); hud = new HUD(); cursor = new GroundCursor(); map = new Map(); base.Initialize(); }
public MapPart(Map parentMap, Vector3 position, int size, float scale) { this.parentMap = parentMap; this.position = position; this.size = size; this.scale = scale; this.terrainEffect = MapViewer.contentManager.Load<Effect>("Effects/Terrain"); this.terrainEffect.CurrentTechnique = this.terrainEffect.Techniques[this.parentMap.CurrentTechnique]; this.vertexList = new List<VertexTerrain>(); this.vertDeclaration = new VertexDeclaration(MapViewer.graphics.GraphicsDevice, VertexTerrain.VertexElements); this.indexBuffers = new IndexBuffer[(int)LOD.NumOfLODs]; this.numTris = new int[(int)LOD.NumOfLODs]; terrainTextures = new Texture2D[4]; terrainTextureNormals = new Texture2D[4]; /* Vector3 min = new Vector3(position.X, 0f, position.Z); Vector3 max = new Vector3(position.X + (float)(size - 1), 0f, position.Z + (float)(size - 1)); triangle = new Tri[2]; triangle[0].id = 0; triangle[0].p1 = min; triangle[0].p2 = new Vector3(min.X, min.Y, max.Z); triangle[0].p3 = new Vector3(max.X, min.Y, min.Z); triangle[0].normal = MathExtra.GetNormal(triangle[0].p1, triangle[0].p2, triangle[0].p3); triangle[1].id = 1; triangle[1].p1 = new Vector3(max.X, min.Y, min.Z); triangle[1].p2 = new Vector3(min.X, min.Y, max.Z); triangle[1].p3 = max; triangle[1].normal = MathExtra.GetNormal(triangle[1].p1, triangle[1].p2, triangle[1].p3); */ }