public MultiplayerRaceMode(GameManager gameInstance, int laps, int noOfCheckpoints, RaceTrack raceTrack, Car localCar) : base(gameInstance, laps, noOfCheckpoints, raceTrack, localCar) { this.Mode = Mode.Multiplayer; players.AddRange(gameInstance.GetService<ServerClient>().Players.Values); AddLapTriggers(); }
public SimpleRaceMode(GameManager gameInstance, int laps, int noOfCheckpoints, RaceTrack raceTrack, Car localCar) : base(gameInstance) { this.laps = laps; this.checkpoints = noOfCheckpoints; this.raceTrack = raceTrack; this.car = localCar; this.placementRasterization = raceTrack.GetCurveRasterization(100); PlayerPlace = 1; GameStarted = false; TotalRaceTime = TimeSpan.Zero; var player = gameInstance.GetService<Player>(); player.Lap = 0; players.Add(player); Initialize(); }
public void loadMap(RaceTrack track, int triangleSize) { Vector3 trackCoordinate = Vector3.Zero; Vector3 offsetVector = new Vector3(Size/2, 0, Size/2); for (float f = 0; f <= 1; f += 0.001f) { trackCoordinate = track.Curve.GetPoint(f); trackCoordinate = trackCoordinate / triangleSize; trackCoordinate += offsetVector; for (int x = -4; x < 4; x++) { for (int z = -4; z < 4; z++) { Heights[(int)trackCoordinate.X + x, (int)trackCoordinate.Z + z] = 0.5f; } } } }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Overlay component, used to draw the pause menu and game over menu overlayComponent = new OverlayComponent(Game, spriteBatch); Game.Components.Add(overlayComponent); projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 0.1f, 50000); directionalLight = new DirectionalLight( new Vector3(-1.25f, -2f, 5.0f), // Direction new Vector3(.1f, .1f, .1f),//new Vector3(.15f, .14f, .29f), // Ambient new Vector3(.46f, .33f, .75f)); // Diffuse Game.AddService(typeof(DirectionalLight), directionalLight); #region Level terrain generation int heightMapSize = terrainSegmentsCount * terrainSegmentSize + 1; float halfHeightMapSize = heightMapSize / 2f; HeightMap heightmapGenerator = new HeightMap(heightMapSize); var heightMap = heightmapGenerator.Generate(); var roadMap = new float[heightMapSize, heightMapSize]; raceTrack = new RaceTrack(heightMapSize, terrainScale); navMesh = new NavMesh(GraphicsDevice, raceTrack.Curve, //1500, roadWidth, terrainScale); 750, roadWidth, terrainScale); Vector3 lastPosition = raceTrack.Curve.GetPoint(.01f) / terrainScale; for (float t = 0; t < 1; t += .0002f) { var e = raceTrack.Curve.GetPoint(t) / terrainScale; for (float j = -roadFalloff; j <= roadFalloff; j++) { var pos = e + j * Vector3.Normalize(Vector3.Cross(lastPosition - e, Vector3.Up)); // Indices int x = (int)(pos.X + halfHeightMapSize), z = (int)(pos.Z + halfHeightMapSize); float height = e.Y; if (Math.Abs(j) <= roadWidth) { heightMap[x, z] = height; roadMap[x, z] = 1; } else { float amount = (Math.Abs(j) - roadWidth) / (roadFalloff - roadWidth); heightMap[x, z] = MathHelper.Lerp(height, heightMap[x, z], amount); roadMap[x, z] = amount / 10f; } } lastPosition = e; } heightmapGenerator.Smoothen(); heightmapGenerator.Perturb(30f); for (int i = 0; i < 5; i++) { heightmapGenerator.Smoothen(); } terrainEffect = content.Load<Effect>(@"Effects\TerrainShading"); //terrainEffect.Parameters["TextureMap0"].SetValue(content.Load<Texture2D>(@"Terrain\sand")); #region TEXTURE RENDERING //var unprocessedGrassTexture = content.Load<Texture2D>(@"Terrain\grass"); //var grassTexture = new RenderTarget2D(GraphicsDevice, unprocessedGrassTexture.Width, unprocessedGrassTexture.Height); //GraphicsDevice.SetRenderTarget(grassTexture); //spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); //spriteBatch.Draw(unprocessedGrassTexture, new Rectangle(0, 0, unprocessedGrassTexture.Width, unprocessedGrassTexture.Height), Color.White); //spriteBatch.Draw(content.Load<Texture2D>(@"Particles\fire"), new Rectangle(0, 0, unprocessedGrassTexture.Width, unprocessedGrassTexture.Height), Color.White); //spriteBatch.End(); //GraphicsDevice.SetRenderTarget(null); //terrainEffect.Parameters["TextureMap1"].SetValue(grassTexture); #endregion terrainEffect.Parameters["TextureMap0"].SetValue(content.Load<Texture2D>(@"Terrain\road")); terrainEffect.Parameters["TextureMap1"].SetValue(content.Load<Texture2D>(@"Terrain\grass")); terrainEffect.Parameters["TextureMap2"].SetValue(content.Load<Texture2D>(@"Terrain\rock")); terrainEffect.Parameters["TextureMap3"].SetValue(content.Load<Texture2D>(@"Terrain\snow")); terrainEffect.Parameters["RoadNormalMap"].SetValue(content.Load<Texture2D>(@"Terrain\road_n")); terrainEffect.Parameters["Projection"].SetValue(projectionMatrix); // Creates a terrainmodel around Vector3.Zero terrainSegments = new TerrainModel[terrainSegmentsCount, terrainSegmentsCount]; float terrainStart = -.5f * heightMapSize; for (int z = 0; z < terrainSegmentsCount; z++) { for (int x = 0; x < terrainSegmentsCount; x++) { terrainSegments[x, z] = new TerrainModel(GraphicsDevice, terrainSegmentSize, terrainSegmentsCount, terrainStart, x * terrainSegmentSize, z * terrainSegmentSize, terrainScale, heightMap, roadMap, terrainEffect, directionalLight); } } #endregion #region Car Car = MakeCar(); gameInstance.AddService(typeof(Car), Car); Player localPlayer = gameInstance.GetService<ServerClient>().LocalPlayer; gameInstance.GetService<CarControlComponent>().Cars[localPlayer] = Car; gameInstance.AddService(typeof(Player), localPlayer); #endregion #region Lights // Load model to represent our lightsources var pointLightModel = content.Load<Model>(@"Models\light"); //spotLightModel = content.Load<Model>(@"Models\Cone"); Vector3 pointLightOffset = new Vector3(0, 250, 0); var cr = new CurveRasterization(raceTrack.Curve, 50); float colorOffset = 0f; foreach (var point in cr.Points) { Random r = UniversalRandom.GetInstance(); Vector3 color = new Vector3(0f,0f,0f); PointLight pl = new PointLight(point.Position + pointLightOffset + Vector3.Transform(50 * Vector3.Up, Matrix.CreateRotationZ(MathHelper.TwoPi * (float)UniversalRandom.GetInstance().NextDouble())), color, 450) { Model = pointLightModel, ColorTimeOffset = colorOffset }; pointLights.Add(pl); GraphicalObjects.Add(pl); colorOffset += 100 / cr.Points.Count; } #endregion dustEmitter = new ParticleEmitter(dustSystem, 150, Car.Position); #region SkySphere skyBoxModel = content.Load<Model>(@"Models/skybox"); skyBoxEffect = content.Load<Effect>(@"Effects/SkyBox"); skyMap = new TextureCube(GraphicsDevice, 2048, false, SurfaceFormat.Color); string[] cubemapfaces = { @"SkyBoxes/PurpleSky/skybox_right1", @"SkyBoxes/PurpleSky/skybox_left2", @"SkyBoxes/PurpleSky/skybox_top3", @"SkyBoxes/PurpleSky/skybox_bottom4", @"SkyBoxes/PurpleSky/skybox_front5", @"SkyBoxes/PurpleSky/skybox_back6_2" }; //cubeMap = new TextureCube(GraphicsDevice, 1024, false, SurfaceFormat.Color); //string[] cubemapfaces = { // @"SkyBoxes/StormyDays/stormydays_ft", // @"SkyBoxes/StormyDays/stormydays_bk", // @"SkyBoxes/StormyDays/stormydays_up", // @"SkyBoxes/StormyDays/stormydays_dn", // @"SkyBoxes/StormyDays/stormydays_rt", // @"SkyBoxes/StormyDays/stormydays_lf" //}; //cubeMap = new TextureCube(GraphicsDevice, 1024, false, SurfaceFormat.Color); //string[] cubemapfaces = { // @"SkyBoxes/Miramar/miramar_ft", // @"SkyBoxes/Miramar/miramar_bk", // @"SkyBoxes/Miramar/miramar_up", // @"SkyBoxes/Miramar/miramar_dn", // @"SkyBoxes/Miramar/miramar_rt", // @"SkyBoxes/Miramar/miramar_lf" //}; for (int i = 0; i < cubemapfaces.Length; i++) LoadCubemapFace(skyMap, cubemapfaces[i], (CubeMapFace)i); skyBoxEffect.Parameters["SkyboxTexture"].SetValue(skyMap); foreach (var mesh in skyBoxModel.Meshes) foreach (var part in mesh.MeshParts) part.Effect = skyBoxEffect; #endregion #region Weather thunderBoltGenerator = new ThunderBoltGenerator(gameInstance, thunderParticleSystem); gameInstance.Components.Add(thunderBoltGenerator); #endregion #region GameObjects OakTree.LoadMaterial(content); BirchTree.LoadMaterial(content); Stone.LoadMaterial(content); int numObjects = 75; for (int i = 0; i < numObjects; i++) { var t = navMesh.triangles[UniversalRandom.GetInstance().Next(navMesh.triangles.Length)]; float v = (float)UniversalRandom.GetInstance().NextDouble(); //float u = (float) (UniversalRandom.GetInstance().NextDouble() - 1/2f); //if (u < 0) // u -= .5f; //else // u += 1.5f; float u = 0; if (UniversalRandom.GetInstance().NextDouble() <= .5) u = -.5f - .3f * (float)(-UniversalRandom.GetInstance().NextDouble()); else u = (float)(1.5f + .3f * UniversalRandom.GetInstance().NextDouble()); var pos = (t.vertices[0] + u * t.ab + v * t.ac) / terrainScale; //var treePos = new Vector3(-halfHeightMapSize + (float)UniversalRandom.GetInstance().NextDouble() * (heightMapSize-50), 0, // -halfHeightMapSize + (float)UniversalRandom.GetInstance().NextDouble() * (heightMapSize-50)); float X = pos.X + heightMapSize / 2f, Z = pos.Z +heightMapSize / 2f; float Xlerp = X % 1f, Zlerp = Z % 1f; int x0 = (int)X, z0 = (int)Z, x1 = x0 + 1, z1 = z0 + 1; float height; float k; if (Xlerp + Zlerp > 1) { float h1 = MathHelper.Lerp(heightMap[x0, z1], heightMap[x1, z1], Xlerp); float h2 = MathHelper.Lerp(heightMap[x1, z0], heightMap[x1, z1], Zlerp); k = h2 / h1; height = MathHelper.Lerp(h1, h2, .5f); } else { float h1 = MathHelper.Lerp(heightMap[x0, z0], heightMap[x1, z0], Xlerp), h2 = MathHelper.Lerp(heightMap[x0, z0], heightMap[x0, z1], Zlerp); k = h2 / h1; height = MathHelper.Lerp(h1, h2, .5f); } pos.Y = height - 0.002f; if (k > 1.02 ) continue; GameObject obj; switch(UniversalRandom.GetInstance().Next(0, 3)) { case 0: obj = new OakTree(gameInstance); obj.Scale = 3 + 3 * (float)UniversalRandom.GetInstance().NextDouble(); FireflyCandidates.Add(obj); break; case 1: obj = new BirchTree(gameInstance); obj.Scale = 3 + 3 * (float)UniversalRandom.GetInstance().NextDouble(); FireflyCandidates.Add(obj); break; default: obj = new Stone(gameInstance); obj.Scale = 0.5f + (float)(.25 * UniversalRandom.GetInstance().NextDouble()); break; } obj.Position = terrainScale * pos; obj.Rotation = new Vector3(0, MathHelper.Lerp(0, MathHelper.Pi * 2, (float)UniversalRandom.GetInstance().NextDouble()), 0); GraphicalObjects.Add(obj); ShadowCasterObjects.Add(obj); } for (int i = 0; i < FireflyCandidates.Count; i+=5) { ParticleEmitter emitter = new ParticleEmitter(fireflySystem, 80, FireflyCandidates[i].Position); emitter.Origin = FireflyCandidates[i].Position + Vector3.Up * 500; fireflyEmitter.Add(emitter); } #endregion //foreach (GameObject obj in GraphicalObjects) //{ // pointLights.Add(new PointLight(obj.Position + Vector3.Up * 500, new Vector3(0.7f, 0.7f, 0.7f), 450) // { // Model = pointLightModel // }); //} //GraphicalObjects.AddRange(pointLights); //List<FireObject> list = new List<FireObject>(); //foreach (PointLight p in pointLights) //{ // FireObject obj = new FireObject(gameInstance, content, p.Position, p.Position + Vector3.Up * 10); // list.Add(obj); //} //pointLights.AddRange(list); //GraphicalObjects.AddRange(list); #region Cameras var input = gameInstance.GetService<InputComponent>(); gameInstance.GetService<CameraComponent>().AddCamera(new DebugCamera(new Vector3(-11800, 3000, -8200), input)); Camera c; gameInstance.GetService<CameraComponent>().AddCamera(c = new ThirdPersonCamera(Car, input)); gameInstance.GetService<CameraComponent>().CurrentCamera = c; #endregion #region DynamicEnvironment // TODO: CARMOVE environmentCubeMap = new RenderTargetCube(this.GraphicsDevice, 256, true, SurfaceFormat.Color, DepthFormat.Depth16); Car.EnvironmentMap = skyMap; #endregion #region PostProcess postProcessingComponent = new PostProcessingComponent(Game); Game.Components.Add(postProcessingComponent); postProcessTexture = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, true, SurfaceFormat.Color, DepthFormat.Depth24); #endregion // Adding a prelighingrenderer as a service prelightingRenderer = new PrelightingRenderer(GraphicsDevice, content); Game.AddService(typeof(PrelightingRenderer), prelightingRenderer); #region ShadowMapEffect shadowMapEffect = content.Load<Effect>(@"Effects\ShadowMap"); #endregion #region Gameplay Trigger Manager (with sample) /// <summary> /// Gets the triggermanager /// Add new PositionTrigger /// Hook up to listener => when hit, use the thunderBoltGenerator and spawn a flash /// Adds it to triggers. /// </summary> //var triggerManager = gameInstance.GetService<TriggerManager>(); //int noOfCheckpoints = 10; //for (int i = 0; i < noOfCheckpoints; i++) //{ // var trigger = new PositionTrigger(raceTrack.CurveRasterization, (int)(((float)i / noOfCheckpoints) * raceTrack.CurveRasterization.Points.Count), true, true); // string cp = "Checkpoint " + i; // trigger.Triggered += (sender, e) => // { // Console.WriteLine(cp); // }; // triggerManager.Triggers.Add("checkpoint"+i, trigger); //} #endregion #region Game Mode if (gameInstance.GetService<ServerClient>().connected) { foreach (var player in gameInstance.GetService<ServerClient>().Players.Values) { gameInstance.GetService<CarControlComponent>().AddCar(player, null, this); } var carList = gameInstance.GetService<CarControlComponent>().Cars.OrderBy(pc => pc.Key.ID).Select(pc => pc.Value).ToList(); SetCarsAtStart(carList); } int cp = 6; if (gameModeChoice == GameModeChoice.SimpleRace) this.mode = new SimpleRaceMode(gameInstance, 3, cp, raceTrack, Car); else if (gameModeChoice == GameModeChoice.Multiplayer) this.mode = new MultiplayerRaceMode(gameInstance, 3, cp, raceTrack, Car); else throw new Exception("Stop choosing weird game modes"); gameInstance.AddService(typeof(GameplayMode), mode); #endregion #region Checkpoint lights for (int i=0; i<cp; i++) { var point = raceTrack.GetCurveRasterization(cp).Points[i]; var pl = new CheckpointLight(point.Position + 500 * Vector3.Up) { Model = pointLightModel }; pointLights.Add(pl); GraphicalObjects.Add(pl); #region Fire int halfnumberoffire = 5; for (int o = -halfnumberoffire + 1; o < halfnumberoffire; o++) { Vector3 side = Vector3.Cross(Vector3.Normalize(raceTrack.Curve.GetPoint((i) / (float)cp + .001f) - point.Position), Vector3.Up); var fire = new FireObject(content, fireSystem, fireSmokeSystem, point.Position + side * 100 * o - Vector3.Up * 400 + Vector3.Up * 650 * (float)Math.Cos(o/(float)halfnumberoffire), Vector3.Up * 10); pointLights.Add(fire); GraphicalObjects.Add(fire); } #endregion } #endregion #region BackgroundSound loopSoundManager.AddNewSound("forestambient"); #endregion prelightingRenderer.GameObjects = GraphicalObjects; init = true; }