public CoreProxy BuildProxy() { Texture2D text = GameEngine.Instance.Content.Load<Texture2D>( @"spriteSheets\temp_sprite" ); CoreProxy proxy = new CoreProxy(new Vector3(location.X, location.Y, this.GetHeight()),32,16, new Vector2(16, 8), text, new Color(new Vector4(0.8f, 0.8f, 0.8f, 1.0f))); proxy.refCore = this; return proxy; }
private void initializeChunks(Scene scene) { #region Chunk 0,0 ChunkProxy testChunk = new ChunkProxy(0, 0); int chunk_y = 0; Random rand = new Random(); while (chunk_y < Chunk.CHUNKS_SIZE) { int chunk_x = 0; while (chunk_x < Chunk.CHUNKS_SIZE) { CoreProxy core = new CoreProxy(new Vector3(chunk_x, chunk_y, 7), 32, 16, new Vector2(16, 8), text, new Color(0, 0, 0, 1) ); core[Orientation.BL] = new SpriteArea(new Rectangle(96, 32, 32, 16), SpriteEffects.None); core[Orientation.BR] = new SpriteArea(new Rectangle(96, 32, 32, 16), SpriteEffects.FlipHorizontally); core[Orientation.TR] = new SpriteArea(new Rectangle(96, 32, 32, 16), SpriteEffects.None); core[Orientation.TL] = new SpriteArea(new Rectangle(96, 32, 32, 16), SpriteEffects.FlipHorizontally); testChunk[chunk_x, chunk_y] = core; scene.CalculPositionsEntitiesHandler += core.calculateScreenRect; //animated sprite if ((chunk_x == Chunk.CHUNKS_SIZE - 1) && (chunk_y == Chunk.CHUNKS_SIZE - 1)) { AnimatedEntity animated_entity = new AnimatedEntity( new Vector3(chunk_x, chunk_y, 7), 32, 32, new Vector2(16, 27), text, new Color(0, 0, 0, 1), Orientation.S); animated_entity[Orientation.BR] = new Animation(text, SpriteEffects.FlipHorizontally); animated_entity[Orientation.BR].addFrame(new Rectangle(32, 0, 32, 32), 500); animated_entity[Orientation.BR].addFrame(new Rectangle(96, 0, 32, 32), 500); animated_entity[Orientation.BR].addFrame(new Rectangle(32, 0, 32, 32), 500); animated_entity[Orientation.BR].addFrame(new Rectangle(64, 0, 32, 32), 500); animated_entity[Orientation.BL] = new Animation(text); animated_entity[Orientation.BL].addFrame(new Rectangle(32, 0, 32, 32), 500); animated_entity[Orientation.BL].addFrame(new Rectangle(96, 0, 32, 32), 500); animated_entity[Orientation.BL].addFrame(new Rectangle(32, 0, 32, 32), 500); animated_entity[Orientation.BL].addFrame(new Rectangle(64, 0, 32, 32), 500) ; animated_entity[Orientation.TR] = new Animation(text); animated_entity[Orientation.TR].addFrame(new Rectangle(128, 0, 32, 32), 500); animated_entity[Orientation.TR].addFrame(new Rectangle(192, 0, 32, 32), 500); animated_entity[Orientation.TR].addFrame(new Rectangle(128, 0, 32, 32), 500); animated_entity[Orientation.TR].addFrame(new Rectangle(160, 0, 32, 32), 500); animated_entity[Orientation.TL] = new Animation(text, SpriteEffects.FlipHorizontally); animated_entity[Orientation.TL].addFrame(new Rectangle(128, 0, 32, 32), 500); animated_entity[Orientation.TL].addFrame(new Rectangle(192, 0, 32, 32), 500); animated_entity[Orientation.TL].addFrame(new Rectangle(128, 0, 32, 32), 500); animated_entity[Orientation.TL].addFrame(new Rectangle(160, 0, 32, 32), 500); core.addEntity(animated_entity); scene.CalculPositionsEntitiesHandler += animated_entity.calculateScreenRect; } //fontain if ((chunk_x == 0) && (chunk_y == 0)) { DrawableEntity testFontain = new DrawableEntity( new Vector3(chunk_x, chunk_y, 7), 27, 34, new Vector2(13, 31), text2, new Color(0, 0, 0, 1), Orientation.S ); testFontain[Orientation.BL] = new SpriteArea(new Rectangle(344, 714, 27, 34), SpriteEffects.None); core.addEntity(testFontain); scene.CalculPositionsEntitiesHandler += testFontain.calculateScreenRect; DrawableEntity testContainable = new DrawableEntity( new Vector3(chunk_x, chunk_y, (float)9f), 32, 32, new Vector2(16, 24), text2, new Color(0, 0, 0, 1), Orientation.S ); testContainable[Orientation.BL] = new SpriteArea(new Rectangle(205, 136, 32, 32), SpriteEffects.None); core.addEntity(testContainable); scene.CalculPositionsEntitiesHandler += testContainable.calculateScreenRect; } //dwarfs else if (((chunk_x % 4) == 0) && ((chunk_y % 5) == 0)) { /*** * color is hijack, it contain refill color (magenta and cyan) + light and light intensity * offset colors are listed in shader (0-4 : hair, 5-14 : clothes, 15-255 free) * */ Color hijack_color = new Color( 0, 0, 0, (int)rand.Next(5, 13) ); //body DrawableEntity testGuysBody = new DrawableEntity( new Vector3(chunk_x, chunk_y, 7), 32, 32, new Vector2(16, 27), text, hijack_color, Orientation.S ); testGuysBody[Orientation.BL] = new SpriteArea(new Rectangle(128, 32, 32, 32), SpriteEffects.None); testGuysBody[Orientation.BR] = new SpriteArea(new Rectangle(128, 32, 32, 32), SpriteEffects.FlipHorizontally); core.addEntity(testGuysBody); scene.CalculPositionsEntitiesHandler += testGuysBody.calculateScreenRect; hijack_color = new Color( 0, 0, 0, (int)rand.Next(0, 4) ); DrawableEntity testGuysHead = new DrawableEntity( new Vector3(chunk_x, chunk_y, 7), 32, 32, new Vector2(16, (chunk_y % 2 == 0) ? 27 : 30), text, hijack_color, Orientation.S ); //head testGuysHead[Orientation.BL] = new SpriteArea(new Rectangle((chunk_y % 2 == 0) ? 128 : 160, 64, 32, 32), SpriteEffects.None); testGuysHead[Orientation.BR] = new SpriteArea(new Rectangle((chunk_y % 2 == 0) ? 128 : 160, 64, 32, 32), SpriteEffects.FlipHorizontally); core.addEntity(testGuysHead); scene.CalculPositionsEntitiesHandler += testGuysHead.calculateScreenRect; } chunk_x++; } chunk_y++; } scene.Chunks[0] = new SortedList<int, ChunkProxy>(); scene.Chunks[0][0] = testChunk; #endregion #region Chunk 0,1 int j; //eau 0,1 j = 0; ChunkProxy testChunk2 = new ChunkProxy(0, 1); while (j < Chunk.CHUNKS_SIZE) { int i = 0; while (i < Chunk.CHUNKS_SIZE) { CoreProxy core = new CoreProxy(new Vector3(i, j + Chunk.CHUNKS_SIZE, 0), 32, 16, new Vector2(16, 8), text, new Color(0, 0, 0, 1) ); core[Orientation.BL] = new SpriteArea(new Rectangle(96, 64, 32, 16), SpriteEffects.None); testChunk2[i, j] = core; scene.CalculPositionsEntitiesHandler += core.calculateScreenRect; i++; } j++; } scene.Chunks[0][1] = testChunk2; #endregion #region Chunk 1,0 //eau 1,0 j = 0; ChunkProxy testChunk3 = new ChunkProxy(1, 0); while (j < Chunk.CHUNKS_SIZE) { int i = 0; while (i < Chunk.CHUNKS_SIZE) { CoreProxy core = new CoreProxy(new Vector3(i + Chunk.CHUNKS_SIZE, j, 0), 32, 16, new Vector2(16, 8), text, new Color(0, 0, 0, 1) ); core[Orientation.BL] = new SpriteArea(new Rectangle(96, 64, 32, 16), SpriteEffects.None); testChunk3[i, j] = core; scene.CalculPositionsEntitiesHandler += core.calculateScreenRect; i++; } j++; } scene.Chunks[1] = new SortedList<int, ChunkProxy>(); scene.Chunks[1][0] = testChunk3; #endregion #region Chunk 0,-1 //eau 0,-1 j = 0; ChunkProxy testChunk4 = new ChunkProxy(0, -1); while (j < Chunk.CHUNKS_SIZE) { int i = 0; while (i < Chunk.CHUNKS_SIZE) { CoreProxy core = new CoreProxy(new Vector3(i, j - Chunk.CHUNKS_SIZE, 0), 32, 16, new Vector2(16, 8), text, new Color(0, 0, 0, 1) ); core[Orientation.BL] = new SpriteArea(new Rectangle(96, 64, 32, 16), SpriteEffects.None); testChunk4[i, j] = core; scene.CalculPositionsEntitiesHandler += core.calculateScreenRect; i++; } j++; } scene.Chunks[0][-1] = testChunk4; #endregion #region Chunk -1,0 //eau -1, 0 j = 0; ChunkProxy testChunk5 = new ChunkProxy(-1, 0); while (j < Chunk.CHUNKS_SIZE) { int i = 0; while (i < Chunk.CHUNKS_SIZE) { CoreProxy core = new CoreProxy(new Vector3(i - Chunk.CHUNKS_SIZE, j, 0), 32, 16, new Vector2(16, 8), text, new Color(0, 0, 0, 1) ); core[Orientation.BL] = new SpriteArea(new Rectangle(96, 64, 32, 16), SpriteEffects.None); testChunk5[i, j] = core; scene.CalculPositionsEntitiesHandler += core.calculateScreenRect; i++; } j++; } scene.Chunks[-1] = new SortedList<int, ChunkProxy>(); scene.Chunks[-1][0] = testChunk5; #endregion #region Chunk -1,-1 //eau -1, -1 j = 0; ChunkProxy testChunk6 = new ChunkProxy(-1, -1); while (j < Chunk.CHUNKS_SIZE) { int i = 0; while (i < Chunk.CHUNKS_SIZE) { CoreProxy core = new CoreProxy(new Vector3(i - Chunk.CHUNKS_SIZE, j - Chunk.CHUNKS_SIZE, 0), 32, 16, new Vector2(16, 8), text, new Color(0, 0, 0, 1) ); if (((i % 2) == 0) && ((j % 2) == 0)) { DrawableEntity water = new DrawableEntity( new Vector3(i - Chunk.CHUNKS_SIZE, j - Chunk.CHUNKS_SIZE, 0), 34, 21, new Vector2(17, 20), text2, new Color(0, 0, 0, 1), Orientation.S ); water[Orientation.BL] = new SpriteArea(new Rectangle(307, 726, 34, 21), SpriteEffects.None); water[Orientation.BR] = new SpriteArea(new Rectangle(307, 726, 34, 21), SpriteEffects.FlipHorizontally); water[Orientation.TL] = new SpriteArea(new Rectangle(307, 726, 34, 21), SpriteEffects.None); water[Orientation.TR] = new SpriteArea(new Rectangle(307, 726, 34, 21), SpriteEffects.FlipHorizontally); core.addEntity(water); scene.CalculPositionsEntitiesHandler += water.calculateScreenRect; } core[Orientation.BL] = new SpriteArea(new Rectangle(96, 64, 32, 16), SpriteEffects.None); testChunk6[i, j] = core; scene.CalculPositionsEntitiesHandler += core.calculateScreenRect; i++; } j++; } scene.Chunks[-1][-1] = testChunk6; #endregion #region Chunk 1,-1 //eau 1,-1 j = 0; ChunkProxy testChunk7 = new ChunkProxy(1, -1); while (j < Chunk.CHUNKS_SIZE) { int i = 0; while (i < Chunk.CHUNKS_SIZE) { CoreProxy core = new CoreProxy(new Vector3(i + Chunk.CHUNKS_SIZE, j - Chunk.CHUNKS_SIZE, 0), 32, 16, new Vector2(16, 8), text, new Color(0, 0, 0, 1) ); core[Orientation.BL] = new SpriteArea(new Rectangle(96, 64, 32, 16), SpriteEffects.None); testChunk7[i, j] = core; scene.CalculPositionsEntitiesHandler += core.calculateScreenRect; i++; } j++; } scene.Chunks[1][-1] = testChunk7; #endregion #region Chunk -1,1 //eau -1, 1 j = 0; ChunkProxy testChunk8 = new ChunkProxy(-1, 1); while (j < Chunk.CHUNKS_SIZE) { int i = 0; while (i < Chunk.CHUNKS_SIZE) { CoreProxy core = new CoreProxy(new Vector3(i - Chunk.CHUNKS_SIZE, j + Chunk.CHUNKS_SIZE, 0), 32, 16, new Vector2(16, 8), text, new Color(0, 0, 0, 1) ); core[Orientation.BL] = new SpriteArea(new Rectangle(96, 64, 32, 16), SpriteEffects.None); testChunk8[i, j] = core; scene.CalculPositionsEntitiesHandler += core.calculateScreenRect; i++; } j++; } scene.Chunks[-1][1] = testChunk8; #endregion #region Chunk 1,1 //eau 1, 1 j = 0; ChunkProxy testChunk9 = new ChunkProxy(1, 0); while (j < Chunk.CHUNKS_SIZE) { int i = 0; while (i < Chunk.CHUNKS_SIZE) { CoreProxy core = new CoreProxy(new Vector3(i + Chunk.CHUNKS_SIZE, j + Chunk.CHUNKS_SIZE, 0), 32, 16, new Vector2(16, 8), text, new Color(0, 0, 0, 1) ); core[Orientation.BL] = new SpriteArea(new Rectangle(96, 64, 32, 16), SpriteEffects.None); testChunk9[i, j] = core; scene.CalculPositionsEntitiesHandler += core.calculateScreenRect; i++; } j++; } scene.Chunks[1][1] = testChunk9; #endregion //calcul position and center scene.CalculPositionsEntitiesHandler(scene); scene.CalculCenterEntity(); //calcul du cliff scene.Chunks[0][0].calculCliffs(scene); }
private void initializeChunks(Scene scene) { #region Chunk 0,0 ChunkProxy testChunk = new ChunkProxy(0, 0); int chunk_y = 0; Random rand = new Random(); while (chunk_y < Chunk.CHUNKS_SIZE) { int chunk_x = 0; while (chunk_x < Chunk.CHUNKS_SIZE) { int chunk_z = 0; if (rand.Next(100) > 97) { chunk_z = 1; } if (rand.Next(100) > 99) { chunk_z = 4; } CoreProxy core = new CoreProxy(new Vector3(chunk_x, chunk_y, chunk_z), 32, 16, new Vector2(16, 8), text, new Color(0, 0, 0, 1) ); core[Orientation.BL] = new SpriteArea(new Rectangle(96, 32, 32, 16), SpriteEffects.None); core[Orientation.BR] = new SpriteArea(new Rectangle(96, 32, 32, 16), SpriteEffects.FlipHorizontally); core[Orientation.TR] = new SpriteArea(new Rectangle(96, 32, 32, 16), SpriteEffects.None); core[Orientation.TL] = new SpriteArea(new Rectangle(96, 32, 32, 16), SpriteEffects.FlipHorizontally); testChunk[chunk_x, chunk_y] = core; scene.CalculPositionsEntitiesHandler += core.calculateScreenRect; //animated sprite if ((chunk_x == Chunk.CHUNKS_SIZE - 1) && (chunk_y == Chunk.CHUNKS_SIZE - 1)) { AnimatedEntity animated_entity = new AnimatedEntity( new Vector3(chunk_x, chunk_y, chunk_z), 32, 32, new Vector2(16, 27), text, new Color(0, 0, 0, 1), Orientation.S); animated_entity[Orientation.BR] = new Animation(text, SpriteEffects.FlipHorizontally); animated_entity[Orientation.BR].addFrame(new Rectangle(32, 0, 32, 32), 500); animated_entity[Orientation.BR].addFrame(new Rectangle(96, 0, 32, 32), 500); animated_entity[Orientation.BR].addFrame(new Rectangle(32, 0, 32, 32), 500); animated_entity[Orientation.BR].addFrame(new Rectangle(64, 0, 32, 32), 500); animated_entity[Orientation.BL] = new Animation(text); animated_entity[Orientation.BL].addFrame(new Rectangle(32, 0, 32, 32), 500); animated_entity[Orientation.BL].addFrame(new Rectangle(96, 0, 32, 32), 500); animated_entity[Orientation.BL].addFrame(new Rectangle(32, 0, 32, 32), 500); animated_entity[Orientation.BL].addFrame(new Rectangle(64, 0, 32, 32), 500) ; animated_entity[Orientation.TR] = new Animation(text); animated_entity[Orientation.TR].addFrame(new Rectangle(128, 0, 32, 32), 500); animated_entity[Orientation.TR].addFrame(new Rectangle(192, 0, 32, 32), 500); animated_entity[Orientation.TR].addFrame(new Rectangle(128, 0, 32, 32), 500); animated_entity[Orientation.TR].addFrame(new Rectangle(160, 0, 32, 32), 500); animated_entity[Orientation.TL] = new Animation(text, SpriteEffects.FlipHorizontally); animated_entity[Orientation.TL].addFrame(new Rectangle(128, 0, 32, 32), 500); animated_entity[Orientation.TL].addFrame(new Rectangle(192, 0, 32, 32), 500); animated_entity[Orientation.TL].addFrame(new Rectangle(128, 0, 32, 32), 500); animated_entity[Orientation.TL].addFrame(new Rectangle(160, 0, 32, 32), 500); core.addEntity(animated_entity); scene.CalculPositionsEntitiesHandler += animated_entity.calculateScreenRect; } //fontain if ((chunk_x == 0) && (chunk_y == 0)) { DrawableEntity testFontain = new DrawableEntity( new Vector3(chunk_x, chunk_y, chunk_z), 27, 34, new Vector2(13, 31), text2, new Color(0, 0, 0, 1), Orientation.S ); testFontain[Orientation.BL] = new SpriteArea(new Rectangle(344, 714, 27, 34), SpriteEffects.None); core.addEntity(testFontain); scene.CalculPositionsEntitiesHandler += testFontain.calculateScreenRect; DrawableEntity testContainable = new DrawableEntity( new Vector3(chunk_x, chunk_y, chunk_z + (float)2f), 32, 32, new Vector2(16, 24), text2, new Color(0, 0, 0, 1), Orientation.S ); testContainable[Orientation.BL] = new SpriteArea(new Rectangle(205, 136, 32, 32), SpriteEffects.None); core.addEntity(testContainable); scene.CalculPositionsEntitiesHandler += testContainable.calculateScreenRect; } //dwarfs else if (((chunk_x % 4) == 0) && ((chunk_y % 5) == 0)) { /*** * color is hijack, it contain refill color (magenta and cyan) + light and light intensity * offset colors are listed in shader (0-4 : hair, 5-14 : clothes, 15-255 free) * */ Color hijack_color = new Color( 0, 0, 0, (int)rand.Next(5, 13) ); //body DrawableEntity testGuysBody = new DrawableEntity( new Vector3(chunk_x, chunk_y, chunk_z), 32, 32, new Vector2(16, 27), text, hijack_color, Orientation.S ); testGuysBody[Orientation.BL] = new SpriteArea(new Rectangle(128, 32, 32, 32), SpriteEffects.None); testGuysBody[Orientation.BR] = new SpriteArea(new Rectangle(128, 32, 32, 32), SpriteEffects.FlipHorizontally); core.addEntity(testGuysBody); scene.CalculPositionsEntitiesHandler += testGuysBody.calculateScreenRect; hijack_color = new Color( 0, 0, 0, (int)rand.Next(0, 4) ); DrawableEntity testGuysHead = new DrawableEntity( new Vector3(chunk_x, chunk_y, chunk_z), 32, 32, new Vector2(16, (chunk_y % 2 == 0) ? 27 : 30), text, hijack_color, Orientation.S ); //head testGuysHead[Orientation.BL] = new SpriteArea(new Rectangle((chunk_y % 2 == 0) ? 128 : 160, 64, 32, 32), SpriteEffects.None); testGuysHead[Orientation.BR] = new SpriteArea(new Rectangle((chunk_y % 2 == 0) ? 128 : 160, 64, 32, 32), SpriteEffects.FlipHorizontally); core.addEntity(testGuysHead); scene.CalculPositionsEntitiesHandler += testGuysHead.calculateScreenRect; chunk_z = 0; } chunk_x++; } chunk_y++; } scene.Chunks[0] = new SortedList<int, ChunkProxy>(); scene.Chunks[0][0] = testChunk; #endregion //calcul position and center scene.CalculPositionsEntitiesHandler(scene); scene.CalculCenterEntity(); //calcul du cliff scene.Chunks[0][0].calculCliffs(scene); }