public Chunk(int x, int z, World wld) { X = x; Z = z; world = wld; blocks = new Block[CHUNK_SIZE, CHUNK_HEIGHT, CHUNK_SIZE]; blockLight = new float[CHUNK_SIZE * CHUNK_HEIGHT * CHUNK_SIZE]; skyLight = new float[CHUNK_SIZE * CHUNK_HEIGHT * CHUNK_SIZE]; }
internal void loadGame() { world = new World(5); world.sunRenderTarget = new RenderTarget2D(GraphicsDevice, Window.ClientBounds.Width, Window.ClientBounds.Height, false, GraphicsDevice.PresentationParameters.BackBufferFormat, GraphicsDevice.PresentationParameters.DepthStencilFormat); world.postfxRenderTarget1 = new RenderTarget2D(GraphicsDevice, Window.ClientBounds.Width, Window.ClientBounds.Height, false, GraphicsDevice.PresentationParameters.BackBufferFormat, GraphicsDevice.PresentationParameters.DepthStencilFormat); world.postfxRenderTarget2 = new RenderTarget2D(GraphicsDevice, Window.ClientBounds.Width, Window.ClientBounds.Height, false, GraphicsDevice.PresentationParameters.BackBufferFormat, GraphicsDevice.PresentationParameters.DepthStencilFormat); world.sceneRenderTarget = new RenderTarget2D(GraphicsDevice, Window.ClientBounds.Width, Window.ClientBounds.Height, false, GraphicsDevice.PresentationParameters.BackBufferFormat, GraphicsDevice.PresentationParameters.DepthStencilFormat); //world.depthRenderTarget = new RenderTarget2D(GraphicsDevice, 4096, 4096, false, SurfaceFormat.Single, DepthFormat.Depth24Stencil8); player = new Player(world); player.Position = new Vector3(0, Chunk.CHUNK_HEIGHT, 0); player.Camera = new Camera((float)graphics.PreferredBackBufferWidth / graphics.PreferredBackBufferHeight); Mouse.SetPosition(Window.ClientBounds.Center.X, Window.ClientBounds.Center.Y); IsMouseVisible = false; GameState = GameState.InGame; Screen.Screens["Main Menu"].Visible = false; Screen.Screens["Loading"].Visible = false; }
public Player(World world) { Width = .6f; Height = 1.8f; this.world = world; }