public static void BuildAllComponents(List <Body> components, Room room, ParticleManager particles) { foreach (Body createdComponent in components) { Vector3 endPos = createdComponent.LocalTransform.Translation; Matrix offsetTransform = createdComponent.LocalTransform; offsetTransform.Translation += new Vector3(0, -1, 0); createdComponent.LocalTransform = offsetTransform; createdComponent.AnimationQueue.Add(new EaseMotion(0.8f, offsetTransform, endPos)); room.AddBody(createdComponent); particles.Trigger("puff", endPos + new Vector3(0.5f, 0.5f, 0.5f), Color.White, 10); createdComponent.SetFlagRecursive(GameComponent.Flag.Active, true); } }
public static void GenerateRoomComponentsTemplate(Room room, ComponentManager componentManager, Microsoft.Xna.Framework.Content.ContentManager content, GraphicsDevice graphics) { RoomTile[,] currentTiles = RoomTemplate.CreateFromRoom(room, room.Chunks); float[,] rotations = new float[currentTiles.GetLength(0), currentTiles.GetLength(1)]; foreach (RoomTemplate template in room.RoomData.Templates) { for (int r = -2; r < currentTiles.GetLength(0) + 1; r++) { for (int c = -2; c < currentTiles.GetLength(1) + 1; c++) { for (int rotation = 0; rotation < 5; rotation++) { if (MathFunctions.RandEvent(template.Probability)) { template.PlaceTemplate(ref currentTiles, ref rotations, r, c); template.RotateClockwise(1); } } } } } BoundingBox box = room.GetBoundingBox(); int thingsMade = 0; for (int r = 0; r < currentTiles.GetLength(0); r++) { for (int c = 0; c < currentTiles.GetLength(1); c++) { RoomTile tile = currentTiles[r, c]; Body createdComponent = null; Vector3 noise = VertexNoise.GetNoiseVectorFromRepeatingTexture(box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1)); switch (tile) { case RoomTile.Wheat: createdComponent = EntityFactory.CreateEntity <Body>("Wheat", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Mushroom: createdComponent = EntityFactory.CreateEntity <Body>("Mushroom", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Table: createdComponent = EntityFactory.CreateEntity <Body>("Table", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Lamp: createdComponent = EntityFactory.CreateEntity <Body>("Lamp", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Flag: createdComponent = EntityFactory.CreateEntity <Body>("Flag", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Chair: createdComponent = EntityFactory.CreateEntity <Body>("Chair", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.BookTable: createdComponent = EntityFactory.CreateEntity <Body>(MathFunctions.RandEvent(0.5f) ? "BookTable" : "PotionTable", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Anvil: createdComponent = EntityFactory.CreateEntity <Body>("Anvil", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Forge: createdComponent = EntityFactory.CreateEntity <Body>("Forge", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Target: createdComponent = EntityFactory.CreateEntity <Body>("Target", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Strawman: createdComponent = EntityFactory.CreateEntity <Body>("Strawman", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.BookShelf: createdComponent = EntityFactory.CreateEntity <Body>("Bookshelf", box.Min + new Vector3(r - 1 + 0.5f, 1.5f, c - 1 + 0.5f) + noise); thingsMade++; break; case RoomTile.Pillow: for (int dx = -1; dx < 2; dx++) { for (int dy = -1; dy < 2; dy++) { if (Math.Abs(dx) + Math.Abs(dy) != 1 || r + dx < 0 || r + dx >= currentTiles.GetLength(0) || c + dy < 0 || c + dy >= currentTiles.GetLength(1)) { continue; } if (currentTiles[r + dx, c + dy] != RoomTile.Bed) { continue; } createdComponent = EntityFactory.CreateEntity <Body>("Bed", box.Min + new Vector3(r - 1 + 0.5f, 1.5f, c - 1 + 0.5f) + noise); /* * float angle = (float) Math.Atan2(dx, dy); * * Vector3 translation = createdComponent.LocalTransform.Translation; * Matrix bedRotation = Matrix.CreateRotationY(angle); * createdComponent.LocalTransform = Matrix.CreateTranslation(new Vector3(-0.5f, 0, -0.5f)) * bedRotation * Matrix.CreateTranslation(new Vector3(0.5f, 0, 0.5f)) * Matrix.CreateTranslation(translation); * createdComponent.BoundingBoxPos = Vector3.Transform(createdComponent.BoundingBoxPos, bedRotation); * createdComponent.BoundingBox.Min = Vector3.Transform(createdComponent.BoundingBox.Min - translation, bedRotation) + translation; * createdComponent.BoundingBox.Max = Vector3.Transform(createdComponent.BoundingBox.Max - translation, bedRotation) + translation; */ break; } } thingsMade++; break; default: break; } if (createdComponent != null) { createdComponent.LocalTransform = Matrix.CreateRotationY(-(rotations[r, c] + (float)Math.PI * 0.5f)) * createdComponent.LocalTransform; Vector3 endPos = createdComponent.LocalTransform.Translation; Matrix offsetTransform = createdComponent.LocalTransform; offsetTransform.Translation += new Vector3(0, -1, 0); createdComponent.LocalTransform = offsetTransform; createdComponent.AnimationQueue.Add(new EaseMotion(0.8f, offsetTransform, endPos)); room.AddBody(createdComponent); PlayState.ParticleManager.Trigger("puff", endPos + new Vector3(0.5f, 0.5f, 0.5f), Color.White, 10); } } } }
public static void GenerateRoomComponentsTemplate(Room room, ComponentManager componentManager, Microsoft.Xna.Framework.Content.ContentManager content, GraphicsDevice graphics) { RoomTile[,] currentTiles = RoomTemplate.CreateFromRoom(room, room.Chunks); float[,] rotations = new float[currentTiles.GetLength(0), currentTiles.GetLength(1)]; foreach (RoomTemplate template in room.RoomData.Templates) { for (int r = -2; r < currentTiles.GetLength(0) + 1; r++) { for (int c = -2; c < currentTiles.GetLength(1) + 1; c++) { for (int rotation = 0; rotation < 5; rotation++) { if (MathFunctions.RandEvent(template.Probability)) { template.PlaceTemplate(ref currentTiles, ref rotations, r, c); template.RotateClockwise(1); } } } } } BoundingBox box = room.GetBoundingBox(); int thingsMade = 0; for(int r = 0; r < currentTiles.GetLength(0); r++) { for(int c = 0; c < currentTiles.GetLength(1); c++) { RoomTile tile = currentTiles[r, c]; Body createdComponent = null; Vector3 noise = VertexNoise.GetNoiseVectorFromRepeatingTexture(box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1)); switch(tile) { case RoomTile.Wheat: createdComponent = EntityFactory.CreateEntity<Body>("Wheat", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Mushroom: createdComponent = EntityFactory.CreateEntity<Body>("Mushroom", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Table: createdComponent = EntityFactory.CreateEntity<Body>("Table", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Lamp: createdComponent = EntityFactory.CreateEntity<Body>("Lamp", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Flag: createdComponent = EntityFactory.CreateEntity<Body>("Flag", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Chair: createdComponent = EntityFactory.CreateEntity<Body>("Chair", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.BookTable: createdComponent = EntityFactory.CreateEntity<Body>(MathFunctions.RandEvent(0.5f) ? "BookTable" : "PotionTable", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Anvil: createdComponent = EntityFactory.CreateEntity<Body>("Anvil", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Forge: createdComponent = EntityFactory.CreateEntity<Body>("Forge", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Target: createdComponent = EntityFactory.CreateEntity<Body>("Target", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.Strawman: createdComponent = EntityFactory.CreateEntity<Body>("Strawman", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise); thingsMade++; break; case RoomTile.BookShelf: createdComponent = EntityFactory.CreateEntity<Body>("Bookshelf", box.Min + new Vector3(r - 1 + 0.5f, 1.5f, c - 1 + 0.5f) + noise); thingsMade++; break; case RoomTile.Pillow: for(int dx = -1; dx < 2; dx++) { for(int dy = -1; dy < 2; dy++) { if(Math.Abs(dx) + Math.Abs(dy) != 1 || r + dx < 0 || r + dx >= currentTiles.GetLength(0) || c + dy < 0 || c + dy >= currentTiles.GetLength(1)) { continue; } if(currentTiles[r + dx, c + dy] != RoomTile.Bed) { continue; } createdComponent = EntityFactory.CreateEntity<Body>("Bed", box.Min + new Vector3(r - 1 + 0.5f, 1.5f, c - 1 + 0.5f) + noise); /* float angle = (float) Math.Atan2(dx, dy); Vector3 translation = createdComponent.LocalTransform.Translation; Matrix bedRotation = Matrix.CreateRotationY(angle); createdComponent.LocalTransform = Matrix.CreateTranslation(new Vector3(-0.5f, 0, -0.5f)) * bedRotation * Matrix.CreateTranslation(new Vector3(0.5f, 0, 0.5f)) * Matrix.CreateTranslation(translation); createdComponent.BoundingBoxPos = Vector3.Transform(createdComponent.BoundingBoxPos, bedRotation); createdComponent.BoundingBox.Min = Vector3.Transform(createdComponent.BoundingBox.Min - translation, bedRotation) + translation; createdComponent.BoundingBox.Max = Vector3.Transform(createdComponent.BoundingBox.Max - translation, bedRotation) + translation; */ break; } } thingsMade++; break; default: break; } if(createdComponent != null) { createdComponent.LocalTransform = Matrix.CreateRotationY(-(rotations[r, c] + (float)Math.PI * 0.5f)) * createdComponent.LocalTransform; Vector3 endPos = createdComponent.LocalTransform.Translation; Matrix offsetTransform = createdComponent.LocalTransform; offsetTransform.Translation += new Vector3(0, -1, 0); createdComponent.LocalTransform = offsetTransform; createdComponent.AnimationQueue.Add(new EaseMotion(0.8f, offsetTransform, endPos)); room.AddBody(createdComponent); PlayState.ParticleManager.Trigger("puff", endPos + new Vector3(0.5f, 0.5f, 0.5f), Color.White, 10); } } } }