public GameData(uint width, uint depth) { this.version = VERSION_200; this.width = width; this.depth = depth; this.data = new uint[width * depth]; this.avoidSearch = new byte[width * depth]; this.bumpMappingEnabled = AS_NO; this.floorRenderingMode = RM_CHECKERBOARD; this.texture = ""; this.bumpMap = ""; this.startPoint = new VecGeneric <int>(2); this.startDirection = new VecGeneric <int>(2); this.emeraldColor = new VecGeneric <float>(3); this.checkerColor1 = new VecGeneric <float>(3); this.checkerColor2 = new VecGeneric <float>(3); this.skyBackcolor1 = new VecGeneric <float>(3); this.skyBackcolor2 = new VecGeneric <float>(3); this.starsColor1 = new VecGeneric <float>(3); this.starsColor2 = new VecGeneric <float>(3); // Right this.startDirection.Data[0] = -1; this.startDirection.Data[1] = 0; for (int i = 0; i < width * depth; i++) { this.data[i] = GameData.C_NOTHING; this.avoidSearch[i] = GameData.AS_NO; } }
private static VecGeneric <float> ColorToVecGeneric(Color color) { VecGeneric <float> v = new VecGeneric <float>(3); v.Data[0] = color.R / 255.0f; v.Data[1] = color.G / 255.0f; v.Data[2] = color.B / 255.0f; return(v); }
private static Color VecGenericToColor(VecGeneric <float> v) { return(Color.FromArgb((int)(v.Data[0] * 255), (int)(v.Data[1] * 255), (int)(v.Data[2] * 255))); }