void CreateNewArea() { for (int x = 0; x < areas.GetLength (0); x++) { for (int y = 0; y < areas.GetLength (1); y++) { areas[x, y] = new Area (new Vector2 (10.0F), new Vector2 (x, y)); } } }
// //load content for the screen // protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { // //Setup Statics // EngineSettings.factory = factory; EngineSettings.graphicInfo = GraphicInfo; EngineSettings.freeMouse = false; Controls.forward = Keys.W; Controls.backward = Keys.S; Controls.strafeLeft = Keys.A; Controls.strafeRight = Keys.D; Controls.jump = Keys.Space; Controls.crouch = Keys.LeftControl; InputStates.omstate = Mouse.GetState (); InputStates.okstate = Keyboard.GetState (); base.LoadContent (GraphicInfo, factory, contentManager); // //Create player and player camera // Player player = new Player (this, new Vector3 (675, 100, 1566), Matrix.Identity, new SimpleModel (factory, "Models//objects//people//baseMan", "Models//objects//people//baseManT"), 1.0F, 5.0F, true); World.AddObject (player.GetObject ()); World.CameraManager.AddCamera (player.GetCamera (), "player cam"); World.CameraManager.SetActiveCamera ("player cam"); // //Setup other graphics // mouseCursor = factory.GetTexture2D ("Images//mouse//defualt"); // //Create world // localWorld = new Area (new Vector2 (5)); //localWorld.SetUpChunkArray (factory, new Vector2 (5, 5)); //temp = localWorld.GetLoadedChunks ();//localWorld.localWorld; // //Setup Lights // #region lights DirectionalLightPE ld1 = new DirectionalLightPE (Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE (Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE (Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE (Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE (Vector3.Down, Color.White); float li = 1F; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight (ld1); this.World.AddLight (ld2); this.World.AddLight (ld3); this.World.AddLight (ld4); this.World.AddLight (ld5); #endregion }