Quests, new sounds, explosives, bugfixes, asdfasdf
This commit is contained in:
@@ -38,9 +38,9 @@ namespace Subsurface
|
||||
//List<Body> bodies;
|
||||
private List<VoronoiCell> cells;
|
||||
|
||||
private BasicEffect basicEffect;
|
||||
private static BasicEffect basicEffect;
|
||||
|
||||
private VertexPositionColor[] vertices;
|
||||
private VertexPositionTexture[] vertices;
|
||||
private VertexBuffer vertexBuffer;
|
||||
|
||||
private Vector2 startPosition;
|
||||
@@ -50,6 +50,8 @@ namespace Subsurface
|
||||
|
||||
private List<Body> bodies = new List<Body>();
|
||||
|
||||
private List<Vector2> positionsOfInterest;
|
||||
|
||||
public Vector2 StartPosition
|
||||
{
|
||||
get { return startPosition; }
|
||||
@@ -77,6 +79,11 @@ namespace Subsurface
|
||||
get { return ConvertUnits.ToDisplayUnits(cells[0].body.Position); }
|
||||
}
|
||||
|
||||
public List<Vector2> PositionsOfInterest
|
||||
{
|
||||
get { return positionsOfInterest; }
|
||||
}
|
||||
|
||||
public string Seed
|
||||
{
|
||||
get { return seed; }
|
||||
@@ -92,12 +99,24 @@ namespace Subsurface
|
||||
{
|
||||
if (shaftTexture == null) shaftTexture = Game1.TextureLoader.FromFile("Content/Map/shaft.png");
|
||||
|
||||
if (basicEffect==null)
|
||||
{
|
||||
|
||||
basicEffect = new BasicEffect(Game1.CurrGraphicsDevice);
|
||||
basicEffect.VertexColorEnabled = false;
|
||||
|
||||
basicEffect.TextureEnabled = true;
|
||||
basicEffect.Texture = Game1.TextureLoader.FromFile("Content/Map/iceSurface.png");
|
||||
}
|
||||
|
||||
this.seed = seed;
|
||||
|
||||
this.siteInterval = siteInterval;
|
||||
|
||||
this.Difficulty = difficulty;
|
||||
|
||||
positionsOfInterest = new List<Vector2>();
|
||||
|
||||
borders = new Rectangle(0, 0, width, height);
|
||||
}
|
||||
|
||||
@@ -237,7 +256,7 @@ namespace Subsurface
|
||||
endPosition = pathCells[pathCells.Count - 1].Center;
|
||||
|
||||
//generate a couple of random paths
|
||||
for (int i = 0; i < rand.Next() % 3; i++)
|
||||
for (int i = 0; i <= rand.Next() % 3; i++)
|
||||
{
|
||||
//pathBorders = new Rectangle(
|
||||
//borders.X + siteInterval * 2, borders.Y - siteInterval * 2,
|
||||
@@ -252,10 +271,14 @@ namespace Subsurface
|
||||
|
||||
Vector2 end = new Vector2(x, y);
|
||||
|
||||
pathCells.AddRange
|
||||
(
|
||||
GeneratePath(rand, new List<Vector2> { start, end }, cells, pathBorders, 0.0f, 0.8f, mirror)
|
||||
);
|
||||
var newPathCells = GeneratePath(rand, new List<Vector2> { start, end }, cells, pathBorders, 0.0f, 0.8f, mirror);
|
||||
|
||||
for (int n = 1; n < newPathCells.Count; n += 3)
|
||||
{
|
||||
positionsOfInterest.Add(newPathCells[n].Center);
|
||||
}
|
||||
|
||||
pathCells.AddRange(newPathCells);
|
||||
}
|
||||
|
||||
Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms");
|
||||
@@ -329,13 +352,9 @@ namespace Subsurface
|
||||
Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms");
|
||||
sw2.Restart();
|
||||
|
||||
vertexBuffer = new VertexBuffer(Game1.CurrGraphicsDevice, VertexPositionColor.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
|
||||
vertexBuffer = new VertexBuffer(Game1.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
vertexBuffer.SetData(vertices);
|
||||
|
||||
basicEffect = new BasicEffect(Game1.CurrGraphicsDevice);
|
||||
basicEffect.VertexColorEnabled = true;
|
||||
|
||||
if (mirror)
|
||||
{
|
||||
Vector2 temp = startPosition;
|
||||
@@ -555,7 +574,7 @@ int currentTargetIndex = 1;
|
||||
|
||||
private void GeneratePolygons(List<VoronoiCell> cells, List<VoronoiCell> emptyCells)
|
||||
{
|
||||
List<VertexPositionColor> verticeList = new List<VertexPositionColor>();
|
||||
List<VertexPositionTexture> verticeList = new List<VertexPositionTexture>();
|
||||
//bodies = new List<Body>();
|
||||
|
||||
List<Vector2> tempVertices = new List<Vector2>();
|
||||
@@ -593,7 +612,7 @@ int currentTargetIndex = 1;
|
||||
{
|
||||
foreach (Vector2 vertex in triangles[i])
|
||||
{
|
||||
verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), new Color(n*30, (n * 60) % 255, (n * 90) % 255) * 0.5f));
|
||||
verticeList.Add(new VertexPositionTexture(new Vector3(vertex, 0.0f), vertex/1000.0f));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -775,31 +794,31 @@ int currentTargetIndex = 1;
|
||||
Vector2 observerPosition;
|
||||
public void SetObserverPosition(Vector2 position)
|
||||
{
|
||||
observerPosition = position - this.Position;
|
||||
int gridPosX = (int)Math.Floor(observerPosition.X / GridCellWidth);
|
||||
int gridPosY = (int)Math.Floor(observerPosition.Y / GridCellWidth);
|
||||
int searchOffset = 2;
|
||||
//observerPosition = position - this.Position;
|
||||
//int gridPosX = (int)Math.Floor(observerPosition.X / GridCellWidth);
|
||||
//int gridPosY = (int)Math.Floor(observerPosition.Y / GridCellWidth);
|
||||
//int searchOffset = 2;
|
||||
|
||||
int startX = Math.Max(gridPosX - searchOffset, 0);
|
||||
int endX = Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1);
|
||||
//int startX = Math.Max(gridPosX - searchOffset, 0);
|
||||
//int endX = Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1);
|
||||
|
||||
int startY = Math.Max(gridPosY - searchOffset, 0);
|
||||
int endY = Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1);
|
||||
//int startY = Math.Max(gridPosY - searchOffset, 0);
|
||||
//int endY = Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1);
|
||||
|
||||
for (int x = 0; x < cellGrid.GetLength(0); x++)
|
||||
{
|
||||
for (int y = 0; y < cellGrid.GetLength(1); y++)
|
||||
{
|
||||
for (int i = 0; i < cellGrid[x, y].Count; i++)
|
||||
{
|
||||
//foreach (Body b in cellGrid[x, y][i].bodies)
|
||||
//{
|
||||
if (cellGrid[x, y][i].body == null) continue;
|
||||
cellGrid[x, y][i].body.Enabled = true;// (x >= startX && x <= endX && y >= startY && y <= endY);
|
||||
//}
|
||||
}
|
||||
}
|
||||
}
|
||||
//for (int x = 0; x < cellGrid.GetLength(0); x++)
|
||||
//{
|
||||
// for (int y = 0; y < cellGrid.GetLength(1); y++)
|
||||
// {
|
||||
// for (int i = 0; i < cellGrid[x, y].Count; i++)
|
||||
// {
|
||||
// //foreach (Body b in cellGrid[x, y][i].bodies)
|
||||
// //{
|
||||
// if (cellGrid[x, y][i].body == null) continue;
|
||||
// cellGrid[x, y][i].body.Enabled = true;// (x >= startX && x <= endX && y >= startY && y <= endY);
|
||||
// //}
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
||||
|
||||
@@ -897,11 +916,12 @@ int currentTargetIndex = 1;
|
||||
|
||||
basicEffect.World = Matrix.CreateTranslation(new Vector3(Position, 0.0f)) * cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
|
||||
|
||||
|
||||
|
||||
basicEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, (int)Math.Floor(vertices.Length / 3.0f));
|
||||
graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
|
||||
|
||||
graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, (int)Math.Floor(vertices.Length / 3.0f));
|
||||
}
|
||||
|
||||
private void Unload()
|
||||
|
||||
Reference in New Issue
Block a user