コード例 #1
0
ファイル: Zone.cs プロジェクト: nicolas-repiquet/Granite
        private void Generate()
        {
            //Walls
            //for (var i = 0; i < 1; i++)
            //{
            //    var x = m_map.Random.Next(0, m_map.ZoneSize.X);
            //    var y = m_map.Random.Next(0, m_map.ZoneSize.Y);

            //    var width = m_map.Random.Next(10, 100);
            //    var height = m_map.Random.Next(10, 100);

            //    //var x = m_map.ZoneSize.X / 2 + 50;
            //    //var y = m_map.ZoneSize.Y / 2 + 50;

            //    //var width = 50;
            //    //var height = 50;

            //    var p1 = new Vector2(x, y);
            //    var p2 = new Vector2(x + width, y);
            //    var p3 = new Vector2(x + width, y + height);
            //    var p4 = new Vector2(x, y + height);

            //    Walls.Add(
            //        new Wall(
            //            new List<Segment>()
            //            {
            //                new Segment(p1, p2),
            //                new Segment(p2, p3),
            //                new Segment(p3, p4),
            //                new Segment(p4, p1)
            //            }
            //        )
            //    );
            //}

            //Trees
            for (var i = 0; i < 3; i++)
            {
                var x = m_map.Random.Next(0 + 50, m_map.ZoneSize.X - 50);
                var y = m_map.Random.Next(0 + 50, m_map.ZoneSize.Y - 50);

                var t1 = new Tree1();
                t1.SetPosition(new Vector2(x, y));
                AddTree(t1);

                y -= (int)(t1.Box.Y / 3f);

                var p1 = new Vector2(x - t1.Box.X / 6, y);
                var p2 = new Vector2(x + t1.Box.X / 6, y);
                var p3 = new Vector2(x, y - t1.Box.Y / 6);
                var p4 = new Vector2(x, y + t1.Box.Y / 6);

                Walls.Add(
                    new Wall(
                        new List <Segment>()
                {
                    new Segment(p1, p2),
                    new Segment(p3, p4)
                }
                        )
                    );

                x = m_map.Random.Next(0 + 50, m_map.ZoneSize.X - 50);
                y = m_map.Random.Next(0 + 50, m_map.ZoneSize.Y - 50);

                var t2 = new Tree2();
                t2.SetPosition(new Vector2(x, y));
                AddTree(t2);

                y -= (int)(t2.Box.Y / 3f);

                p1 = new Vector2(x - t2.Box.X / 6, y);
                p2 = new Vector2(x + t2.Box.X / 6, y);
                p3 = new Vector2(x, y - t2.Box.Y / 6);
                p4 = new Vector2(x, y + t2.Box.Y / 6);

                Walls.Add(
                    new Wall(
                        new List <Segment>()
                {
                    new Segment(p1, p2),
                    new Segment(p3, p4)
                }
                        )
                    );

                x = m_map.Random.Next(0 + 50, m_map.ZoneSize.X - 50);
                y = m_map.Random.Next(0 + 50, m_map.ZoneSize.Y - 50);

                var t3 = new Tree3();
                t3.SetPosition(new Vector2(x, y));
                AddTree(t3);

                y -= (int)(t3.Box.Y / 4f);

                p1 = new Vector2(x - t3.Box.X / 4, y);
                p2 = new Vector2(x + t3.Box.X / 4, y);
                p3 = new Vector2(x, y - t3.Box.Y / 4);
                p4 = new Vector2(x, y + t3.Box.Y / 4);

                Walls.Add(
                    new Wall(
                        new List <Segment>()
                {
                    new Segment(p1, p2),
                    new Segment(p3, p4)
                }
                        )
                    );
            }

            //Fire
            //var peX = m_map.Random.Next((int)(m_map.ZoneSize.X * 0.1f), (int)(m_map.ZoneSize.X * 0.9f));
            //var peY = m_map.Random.Next((int)(m_map.ZoneSize.Y * 0.1f), (int)(m_map.ZoneSize.Y * 0.9f));
            //ParticleEngine = new ParticleEngine(new List<Texture2D>(),
            //    new Vector2(peX, peY),
            //    new Vector2(0, 20),
            //    150,
            //    0.2f);

            var peX          = m_map.Random.Next((int)(m_map.ZoneSize.X * 0.1f), (int)(m_map.ZoneSize.X * 0.9f));
            var peY          = m_map.Random.Next((int)(m_map.ZoneSize.Y * 0.1f), (int)(m_map.ZoneSize.Y * 0.9f));
            var firePosition = new Vector2(peX, peY);

            FireCamp = new FireCamp();
            FireCamp.SetPosition(firePosition);

            //Lights
            for (var i = 0; i < 1; i++)
            {
                //var x = m_map.Random.Next(0, m_map.ZoneSize.X);
                //var y = m_map.Random.Next(0, m_map.ZoneSize.Y);
                //var x = m_map.ZoneSize.X / 2;
                //var y = m_map.ZoneSize.Y / 2;

                var radius = 200 + m_map.Random.Next(0, 10);

                Lights.Add(
                    new Light(
                        new Vector2(firePosition.X, firePosition.Y - FireCamp.Box.Y / 4),
                        radius,
                        new Color4ub(255, 255, 255, 255),
                        new Color4ub(0, 0, 0, 255))
                    );
            }

            var segments = Walls.SelectMany(x => x.Walls).ToList();

            Parallel.ForEach(segments, segment =>
            {
                foreach (var light in Lights)
                {
                    light.Cone.Add(segment.P1, segment.P2);
                }
                //m_wallRenderer.AddSegment(segment);
            });

            foreach (var light in Lights)
            {
                var points = light.Cone.GetPath();
                foreach (var point in points)
                {
                    m_lightRenderer.AddVertex(point.Point, point.Color);
                }
            }
        }
コード例 #2
0
ファイル: Zone.cs プロジェクト: nicolas-repiquet/Granite
        private void Generate()
        {
            //Walls
            //for (var i = 0; i < 1; i++)
            //{
            //    var x = m_map.Random.Next(0, m_map.ZoneSize.X);
            //    var y = m_map.Random.Next(0, m_map.ZoneSize.Y);

            //    var width = m_map.Random.Next(10, 100);
            //    var height = m_map.Random.Next(10, 100);

            //    //var x = m_map.ZoneSize.X / 2 + 50;
            //    //var y = m_map.ZoneSize.Y / 2 + 50;

            //    //var width = 50;
            //    //var height = 50;

            //    var p1 = new Vector2(x, y);
            //    var p2 = new Vector2(x + width, y);
            //    var p3 = new Vector2(x + width, y + height);
            //    var p4 = new Vector2(x, y + height);

            //    Walls.Add(
            //        new Wall(
            //            new List<Segment>()
            //            {
            //                new Segment(p1, p2),
            //                new Segment(p2, p3),
            //                new Segment(p3, p4),
            //                new Segment(p4, p1)
            //            }
            //        )
            //    );
            //}

            //Trees
            for (var i = 0; i < 3; i++)
            {
                var x = m_map.Random.Next(0+50, m_map.ZoneSize.X-50);
                var y = m_map.Random.Next(0+50, m_map.ZoneSize.Y-50);

                var t1 = new Tree1();
                t1.SetPosition(new Vector2(x, y));
                AddTree(t1);

                y -= (int)(t1.Box.Y / 3f);

                var p1 = new Vector2(x - t1.Box.X / 6, y);
                var p2 = new Vector2(x + t1.Box.X / 6, y);
                var p3 = new Vector2(x, y - t1.Box.Y / 6);
                var p4 = new Vector2(x, y + t1.Box.Y / 6);

                Walls.Add(
                    new Wall(
                        new List<Segment>()
                        {
                            new Segment(p1, p2),
                            new Segment(p3, p4)
                        }
                    )
                );

                x = m_map.Random.Next(0 + 50, m_map.ZoneSize.X - 50);
                y = m_map.Random.Next(0 + 50, m_map.ZoneSize.Y - 50);

                var t2 = new Tree2();
                t2.SetPosition(new Vector2(x, y));
                AddTree(t2);

                y -= (int)(t2.Box.Y / 3f);

                p1 = new Vector2(x - t2.Box.X / 6, y);
                p2 = new Vector2(x + t2.Box.X / 6, y);
                p3 = new Vector2(x, y - t2.Box.Y / 6);
                p4 = new Vector2(x, y + t2.Box.Y / 6);

                Walls.Add(
                    new Wall(
                        new List<Segment>()
                        {
                            new Segment(p1, p2),
                            new Segment(p3, p4)
                        }
                    )
                );

                x = m_map.Random.Next(0 + 50, m_map.ZoneSize.X - 50);
                y = m_map.Random.Next(0 + 50, m_map.ZoneSize.Y - 50);

                var t3 = new Tree3();
                t3.SetPosition(new Vector2(x, y));
                AddTree(t3);

                y -= (int)(t3.Box.Y / 4f);

                p1 = new Vector2(x - t3.Box.X/4, y);
                p2 = new Vector2(x + t3.Box.X / 4, y);
                p3 = new Vector2(x, y - t3.Box.Y / 4);
                p4 = new Vector2(x, y + t3.Box.Y / 4);

                Walls.Add(
                    new Wall(
                        new List<Segment>()
                        {
                            new Segment(p1, p2),
                            new Segment(p3, p4)
                        }
                    )
                );
            }

            //Fire
            //var peX = m_map.Random.Next((int)(m_map.ZoneSize.X * 0.1f), (int)(m_map.ZoneSize.X * 0.9f));
            //var peY = m_map.Random.Next((int)(m_map.ZoneSize.Y * 0.1f), (int)(m_map.ZoneSize.Y * 0.9f));
            //ParticleEngine = new ParticleEngine(new List<Texture2D>(),
            //    new Vector2(peX, peY),
            //    new Vector2(0, 20),
            //    150,
            //    0.2f);

            var peX = m_map.Random.Next((int)(m_map.ZoneSize.X * 0.1f), (int)(m_map.ZoneSize.X * 0.9f));
            var peY = m_map.Random.Next((int)(m_map.ZoneSize.Y * 0.1f), (int)(m_map.ZoneSize.Y * 0.9f));
            var firePosition = new Vector2(peX, peY);
            FireCamp = new FireCamp();
            FireCamp.SetPosition(firePosition);

            //Lights
            for (var i = 0; i < 1; i++)
            {
                //var x = m_map.Random.Next(0, m_map.ZoneSize.X);
                //var y = m_map.Random.Next(0, m_map.ZoneSize.Y);
                //var x = m_map.ZoneSize.X / 2;
                //var y = m_map.ZoneSize.Y / 2;

                var radius = 200 + m_map.Random.Next(0, 10);

                Lights.Add(
                    new Light(
                        new Vector2(firePosition.X, firePosition.Y - FireCamp.Box.Y/4),
                        radius,
                        new Color4ub(255, 255, 255, 255),
                        new Color4ub(0, 0, 0, 255))
                );
            }

            var segments = Walls.SelectMany(x => x.Walls).ToList();

            Parallel.ForEach(segments, segment =>
                {
                    foreach (var light in Lights)
                    {
                        light.Cone.Add(segment.P1, segment.P2);
                    }
                    //m_wallRenderer.AddSegment(segment);
                });

            foreach (var light in Lights)
            {
                var points = light.Cone.GetPath();
                foreach (var point in points)
                {
                    m_lightRenderer.AddVertex(point.Point, point.Color);
                }
            }
        }