示例#1
0
 public static void Initialize()
 {
     Globals.texturesAtlas = Globals.contentManager.Load <Texture2D>("BlocksTextures/TexturesAtlas");
     BlockTexturesManager.blockTypesStrings = Enum.GetNames(typeof(BlockType)).ToList();
     Globals.blockBasicEffect.Texture       = Globals.texturesAtlas;
     Globals.waterBasicEffect.Texture       = Globals.blockBasicEffect.Texture;
     BlockTexturesManager.textureHeight     = (float)texturePixelsAmount / Globals.texturesAtlas.Height;
     BlockTexturesManager.textureWidth      = 1f / 6f;
     BlockTexturesManager.pixelHeight       = 1f / Globals.texturesAtlas.Height;
     BlockTexturesManager.pixelWidth        = 1f / Globals.texturesAtlas.Width;
     BlockTexturesManager.SetupBlockTexturesDictionary();
 }
示例#2
0
 public static void Initialize(ContentManager contentManager, GraphicsDevice graphicsDevice)
 {
     Globals.contentManager      = contentManager;
     Globals.graphicsDevice      = graphicsDevice;
     Globals.depthStencilState   = new DepthStencilState();
     Globals.middleOfTheScreen   = new Vector2(Globals.graphicsDevice.Viewport.Width / 2, Globals.graphicsDevice.Viewport.Height / 2);
     Globals.Splash_Screen       = true;
     Globals.Splash_HasGameStart = false;
     Globals.Splash_GameOver     = false;
     Globals.mouseLock           = true;
     Globals.depthStencilState.DepthBufferEnable = true;
     Globals.texturesAtlas       = Globals.contentManager.Load <Texture2D>("BlocksTextures/TexturesAtlas");
     Globals.random              = new Random();
     Globals.perlin_noise        = new Perlin_Noise();
     Globals.addableBlockTypes   = new BlockType[] { BlockType.Grass, BlockType.Stone, BlockType.Snow, BlockType.Sand, BlockType.Wood_Trunk, BlockType.Leaf, BlockType.Israel, BlockType.Squares, BlockType.Brick_Wall };
     Globals.spriteBatch         = new SpriteBatch(Globals.graphicsDevice);
     Globals.block_Xoffset       = Settings.BLOCK_SIZE.X * 2;
     Globals.block_Yoffset       = Settings.BLOCK_SIZE.Y * 2;
     Globals.block_Zoffset       = Settings.BLOCK_SIZE.Z * 2;
     Globals.nextEnemieSpawnTime = 0;
     Globals.enemiesAmount       = 0;
     Globals.statusFont          = contentManager.Load <SpriteFont>("Fonts/myFont");
     Globals.chunksBuffer        = new VertexBuffer(Globals.graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, 36 * Settings.CHUNK_SIZE * Settings.CHUNK_SIZE * Settings.CHUNK_SIZE, BufferUsage.None);
     Globals.block_ColorPosition_VertexBuffer = new VertexBuffer(Globals.graphicsDevice, VertexPositionColor.VertexDeclaration, 36, BufferUsage.WriteOnly);
     Globals.blockBasicEffect = new BasicEffect(Globals.graphicsDevice);
     Globals.blockBasicEffect.TextureEnabled = true;
     Globals.blockBasicEffect.EnableDefaultLighting();
     Globals.blockBasicEffect.FogColor       = Color.Blue.ToVector3();
     Globals.blockBasicEffect.FogStart       = -10;
     Globals.blockBasicEffect.FogEnd         = 40;
     Globals.waterBasicEffect                = new BasicEffect(Globals.graphicsDevice);
     Globals.waterBasicEffect.Alpha          = Settings.water_transparency;
     Globals.waterBasicEffect.TextureEnabled = true;
     Globals.waterBasicEffect.EnableDefaultLighting();
     Globals.enemieBasicEffect = new BasicEffect(Globals.graphicsDevice);
     Globals.enemieBasicEffect.TextureEnabled     = false;
     Globals.enemieBasicEffect.VertexColorEnabled = true;
     BlockTexturesManager.Initialize();
     GameDictionaries.Initialize();
 }