using FarseerPhysics; using FarseerPhysics.Common; using FarseerPhysics.Dynamics; using FarseerPhysics.Factories; using Lidgren.Network; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Diagnostics; using Voronoi2; namespace Barotrauma { class Level { public static Level Loaded { get { return loaded; } } static Level loaded; private static Texture2D shaftTexture; //how close the sub has to be to start/endposition to exit const float ExitDistance = 6000.0f; private string seed; private int siteInterval; public const int GridCellWidth = 2000; private List[,] cellGrid; private WrappingWall[,] wrappingWalls; private float shaftHeight; //List bodies; private List cells; private static BasicEffect basicEffect; private VertexPositionTexture[] vertices; //private VertexBuffer vertexBuffer; private Vector2 startPosition; private Vector2 endPosition; private Rectangle borders; private List bodies; private List positionsOfInterest; public Vector2 StartPosition { get { return startPosition; } } public bool AtStartPosition { get; private set; } public Vector2 Size { get { return new Vector2(borders.Width, borders.Height); } } public Vector2 EndPosition { get { return endPosition; } } public bool AtEndPosition { get; private set; } public Vector2 Position { get { return cells==null ? Vector2.Zero : ConvertUnits.ToDisplayUnits(cells[0].body.Position); } } public List PositionsOfInterest { get { return positionsOfInterest; } } public string Seed { get { return seed; } } public float Difficulty { get; private set; } public Level(string seed, float difficulty, int width, int height, int siteInterval) { if (shaftTexture == null) shaftTexture = TextureLoader.FromFile("Content/Map/shaft.png"); if (basicEffect==null) { basicEffect = new BasicEffect(GameMain.CurrGraphicsDevice); basicEffect.VertexColorEnabled = false; basicEffect.TextureEnabled = true; basicEffect.Texture = TextureLoader.FromFile("Content/Map/iceSurface.png"); } this.seed = seed; this.siteInterval = siteInterval; this.Difficulty = difficulty; positionsOfInterest = new List(); borders = new Rectangle(0, 0, width, height); } public static Level CreateRandom(LocationConnection locationConnection) { string seed = locationConnection.Locations[0].Name + locationConnection.Locations[1].Name; return new Level(seed, locationConnection.Difficulty, 100000, 40000, 2000); } public static Level CreateRandom(string seed = "") { if (seed == "") { seed = Rand.Range(0, int.MaxValue, false).ToString(); } return new Level(seed, Rand.Range(30.0f,80.0f,false), 100000, 40000, 2000); } public void Generate(float minWidth, bool mirror=false) { Stopwatch sw = new Stopwatch(); sw.Start(); if (loaded != null) { loaded.Unload(); } loaded = this; Voronoi voronoi = new Voronoi(1.0); List sites = new List(); bodies = new List(); Rand.SetSyncedSeed(ToolBox.StringToInt(seed)); float siteVariance = siteInterval * 0.4f; for (int x = siteInterval / 2; x < borders.Width; x += siteInterval) { for (int y = siteInterval / 2; y < borders.Height; y += siteInterval) { Vector2 site = new Vector2(x, y) + Rand.Vector(siteVariance, false); if (mirror) site.X = borders.Width - site.X; sites.Add(site); } } Stopwatch sw2 = new Stopwatch(); sw2.Start(); List graphEdges = voronoi.MakeVoronoiGraph(sites, borders.Width, borders.Height); Debug.WriteLine("MakeVoronoiGraph: " + sw2.ElapsedMilliseconds + " ms"); sw2.Restart(); cellGrid = new List[borders.Width / GridCellWidth, borders.Height / GridCellWidth]; for (int x = 0; x < borders.Width / GridCellWidth; x++) { for (int y = 0; y < borders.Height / GridCellWidth; y++) { cellGrid[x, y] = new List(); } } //construct voronoi cells based on the graph edges cells = new List(); foreach (GraphEdge ge in graphEdges) { for (int i = 0; i < 2; i++) { Site site = (i == 0) ? ge.site1 : ge.site2; VoronoiCell cell = cellGrid[ (int)Math.Floor(site.coord.x / GridCellWidth), (int)Math.Floor(site.coord.y / GridCellWidth)].Find(c => c.site == site); if (cell == null) { cell = new VoronoiCell(site); cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell); cells.Add(cell); } if (ge.cell1 == null) { ge.cell1 = cell; } else { ge.cell2 = cell; } cell.edges.Add(ge); } } Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms"); sw2.Restart(); //generate a path from the left edge of the map to right edge Rectangle pathBorders = new Rectangle( borders.X + (int)minWidth * 2, borders.Y + (int)minWidth * 2, borders.Right - (int)minWidth * 4, borders.Y + borders.Height - (int)minWidth * 4); List pathNodes = new List(); startPosition = new Vector2((int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false)); endPosition = new Vector2(borders.Width - (int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false)); pathNodes.Add(new Vector2(startPosition.X, borders.Height)); pathNodes.Add(startPosition); pathNodes.Add(endPosition); pathNodes.Add(new Vector2(endPosition.X, borders.Height)); if (mirror) { pathNodes.Reverse(); } List pathCells = GeneratePath(pathNodes, cells, pathBorders, minWidth, 0.3f, mirror, true); //place some enemy spawnpoints at random points in the path for (int i = 0; i <3 ; i++ ) { Vector2 position = pathCells[Rand.Range((int)(pathCells.Count * 0.5f), pathCells.Count - 2, false)].Center; WayPoint wayPoint = new WayPoint(new Rectangle((int)position.X, (int)position.Y, 10, 10)); wayPoint.MoveWithLevel = true; wayPoint.SpawnType = SpawnType.Enemy; } startPosition = pathCells[0].Center; endPosition = pathCells[pathCells.Count - 1].Center; //generate a couple of random paths for (int i = 0; i <= Rand.Range(1,4,false); i++) { //pathBorders = new Rectangle( //borders.X + siteInterval * 2, borders.Y - siteInterval * 2, //borders.Right - siteInterval * 2, borders.Y + borders.Height - siteInterval * 2); Vector2 start = pathCells[Rand.Range(1, pathCells.Count - 2,false)].Center; float x = pathBorders.X + Rand.Range(0, pathBorders.Right - pathBorders.X, false); float y = pathBorders.Y + Rand.Range(0,pathBorders.Bottom - pathBorders.Y, false); if (mirror) x = borders.Width - x; Vector2 end = new Vector2(x, y); var newPathCells = GeneratePath(new List { start, end }, cells, pathBorders, 0.0f, 0.8f, mirror); for (int n = 0; n < newPathCells.Count; n += 5) { positionsOfInterest.Add(newPathCells[n].Center); } pathCells.AddRange(newPathCells); } Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms"); sw2.Restart(); //for (int i = 0; i < 2; i++ ) //{ // Vector2 tunnelStart = (i == 0) ? startPosition : endPosition; // pathCells.AddRange // ( // GeneratePath(rand, tunnelStart, new Vector2(tunnelStart.X, borders.Height), cells, pathBorders, minWidth, 0.1f, mirror) // ); //} cells = CleanCells(pathCells); pathCells.AddRange(CreateBottomHoles(1.0f, new Rectangle( (int)(borders.Width * 0.2f), 0, (int)(borders.Width * 0.6f), (int)(borders.Height * 0.3f)))); foreach (VoronoiCell cell in pathCells) { cells.Remove(cell); } for (int x = 0; x < cellGrid.GetLength(0); x++) { for (int y = 0; y < cellGrid.GetLength(1); y++) { cellGrid[x, y].Clear(); } } foreach (VoronoiCell cell in cells) { cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell); } startPosition.Y = borders.Height; endPosition.Y = borders.Height; vertices = GeneratePolygons(cells, pathCells); wrappingWalls = new WrappingWall[2, 2]; for (int side = 0; side < 2; side++) { for (int i = 0; i < 2; i++) { wrappingWalls[side, i] = new WrappingWall(pathCells, cells, borders.Height * 0.7f, (side == 0 ? -1 : 1) * (i == 0 ? 1 : 2)); wrappingWalls[side, i].Vertices = GeneratePolygons(wrappingWalls[side, i].Cells, new List()); } } for (int side = 0; side < 2; side++) { for (int i = 0; i < 2; i++) { cells.AddRange(wrappingWalls[side, i].Cells); } } for (int i = 0; i < 2; i++) { Body shaftBody = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f); shaftBody.BodyType = BodyType.Kinematic; shaftBody.CollisionCategories = Physics.CollisionLevel; shaftBody.SetTransform(ConvertUnits.ToSimUnits((i == 0) ? startPosition : endPosition), 0.0f); shaftBody.SleepingAllowed = false; bodies.Add(shaftBody); } foreach (VoronoiCell cell in cells) { foreach (GraphEdge edge in cell.edges) { edge.cell1 = null; edge.cell2 = null; edge.site1 = null; edge.site2 = null; } } Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms"); sw2.Restart(); //vertexBuffer = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly); //vertexBuffer.SetData(vertices); if (mirror) { Vector2 temp = startPosition; startPosition = endPosition; endPosition = temp; } Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms"); } private List GeneratePath(List points, List cells, Microsoft.Xna.Framework.Rectangle limits, float minWidth, float wanderAmount = 0.3f, bool mirror=false, bool placeWaypoints=false) { Stopwatch sw2 = new Stopwatch(); sw2.Start(); //how heavily the path "steers" towards the endpoint //lower values will cause the path to "wander" more, higher will make it head straight to the end wanderAmount = MathHelper.Clamp(wanderAmount, 0.0f, 1.0f); List allowedEdges = new List(); List pathCells = new List(); VoronoiCell[] targetCells = new VoronoiCell[points.Count]; for (int i = 0; i wanderAmount || allowedEdges.Count == 0) { for (int i = 0; i < currentCell.edges.Count; i++) { if (!MathUtils.LinesIntersect(currentCell.Center, targetCells[currentTargetIndex].Center, currentCell.edges[i].point1, currentCell.edges[i].point2)) continue; edgeIndex = i; break; } } //choose random edge (ignoring ones where the adjacent cell is outside limits) else { //if (allowedEdges.Count==0) //{ // edgeIndex = Rand.Int(currentCell.edges.Count, false); //} //else //{ edgeIndex = Rand.Int(allowedEdges.Count, false); if (mirror && edgeIndex > 0) edgeIndex = allowedEdges.Count - edgeIndex; edgeIndex = currentCell.edges.IndexOf(allowedEdges[edgeIndex]); //} } currentCell = currentCell.edges[edgeIndex].AdjacentCell(currentCell); pathCells.Add(currentCell); if (currentCell==targetCells[currentTargetIndex]) { currentTargetIndex += 1; if (currentTargetIndex>=targetCells.Length) break; } } while (currentCell != targetCells[targetCells.Length-1]); if (placeWaypoints) { WayPoint newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, (int)(borders.Height + shaftHeight), 10, 10)); newWaypoint.MoveWithLevel = true; WayPoint prevWaypoint = newWaypoint; for (int i = 0; i < pathCells.Count; i++) { //clean "loops" from the path for (int n = 0; n < i; n++) { if (pathCells[n] != pathCells[i]) continue; pathCells.RemoveRange(n+1, i-n); break; } if (i >= pathCells.Count) break; newWaypoint = new WayPoint(new Rectangle((int)pathCells[i].Center.X, (int)pathCells[i].Center.Y, 10, 10)); newWaypoint.MoveWithLevel = true; if (prevWaypoint != null) { prevWaypoint.linkedTo.Add(newWaypoint); newWaypoint.linkedTo.Add(prevWaypoint); } prevWaypoint = newWaypoint; } newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, (int)(borders.Height + shaftHeight), 10, 10)); newWaypoint.MoveWithLevel = true; prevWaypoint.linkedTo.Add(newWaypoint); newWaypoint.linkedTo.Add(prevWaypoint); } Debug.WriteLine("genpath: " + sw2.ElapsedMilliseconds + " ms"); sw2.Restart(); List removedCells = GetTooCloseCells(pathCells, minWidth); foreach (VoronoiCell removedCell in removedCells) { if (pathCells.Contains(removedCell)) continue; pathCells.Add(removedCell); } Debug.WriteLine("gettooclose: " + sw2.ElapsedMilliseconds + " ms"); sw2.Restart(); return pathCells; } private List CreateBottomHoles(float holeProbability, Rectangle limits) { List toBeRemoved = new List(); foreach (VoronoiCell cell in cells) { if (Rand.Range(0.0f, 1.0f, false) > holeProbability) continue; if (!limits.Contains(cell.Center)) continue; toBeRemoved.Add(cell); } return toBeRemoved; //foreach (VoronoiCell cell in toBeRemoved) //{ // cells.Remove(cell); //} } private List GetTooCloseCells(List emptyCells, float minDistance) { List tooCloseCells = new List(); Vector2 position = emptyCells[0].Center; if (minDistance == 0.0f) return tooCloseCells; float step = 100.0f; int targetCellIndex = 1; minDistance *= 0.5f; do { for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { if (x == 0 && y == 0) continue; Vector2 cornerPos = position + new Vector2(x * minDistance, y * minDistance); int cellIndex = FindCellIndex(cornerPos); if (cellIndex == -1) continue; if (!tooCloseCells.Contains(cells[cellIndex])) { tooCloseCells.Add(cells[cellIndex]); } } } position += Vector2.Normalize(emptyCells[targetCellIndex].Center - position) * step; if (Vector2.Distance(emptyCells[targetCellIndex].Center, position) < step * 2.0f) targetCellIndex++; } while (Vector2.Distance(position, emptyCells[emptyCells.Count - 1].Center) > step * 2.0f); return tooCloseCells; } /// /// remove all cells except those that are adjacent to the empty cells /// private List CleanCells(List emptyCells) { List newCells = new List(); foreach (VoronoiCell cell in emptyCells) { foreach (GraphEdge edge in cell.edges) { VoronoiCell adjacent = edge.AdjacentCell(cell); if (!newCells.Contains(adjacent)) newCells.Add(adjacent); } } return newCells; } /// /// find the index of the cell which the point is inside /// (actually finds the cell whose center is closest, but it's always the correct cell assuming the point is inside the borders of the diagram) /// private int FindCellIndex(Vector2 position, int searchDepth = 1) { float closestDist = 0.0f; VoronoiCell closestCell = null; int gridPosX = (int)Math.Floor(position.X / GridCellWidth); int gridPosY = (int)Math.Floor(position.Y / GridCellWidth); for (int x = Math.Max(gridPosX - searchDepth, 0); x <= Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1); x++) { for (int y = Math.Max(gridPosY - searchDepth, 0); y <= Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1); y++) { for (int i = 0; i < cellGrid[x, y].Count; i++) { float dist = Vector2.Distance(cellGrid[x, y][i].Center, position); if (closestDist != 0.0f && dist > closestDist) continue; closestDist = dist; closestCell = cellGrid[x, y][i]; } } } return cells.IndexOf(closestCell); } private VertexPositionTexture[] GeneratePolygons(List cells, List emptyCells) { List verticeList = new List(); //bodies = new List(); List tempVertices = new List(); List bodyPoints = new List(); for (int n = cells.Count - 1; n >= 0; n-- ) { VoronoiCell cell = cells[n]; bodyPoints.Clear(); tempVertices.Clear(); foreach (GraphEdge ge in cell.edges) { if (Math.Abs(Vector2.Distance(ge.point1, ge.point2))<0.1f) continue; if (!tempVertices.Contains(ge.point1)) tempVertices.Add(ge.point1); if (!tempVertices.Contains(ge.point2)) tempVertices.Add(ge.point2); VoronoiCell adjacentCell = ge.AdjacentCell(cell); if (adjacentCell!=null && !emptyCells.Contains(adjacentCell)) continue; ge.isSolid = true; if (!bodyPoints.Contains(ge.point1)) bodyPoints.Add(ge.point1); if (!bodyPoints.Contains(ge.point2)) bodyPoints.Add(ge.point2); } if (tempVertices.Count < 3 || bodyPoints.Count < 2) { cells.RemoveAt(n); continue; } var triangles = MathUtils.TriangulateConvexHull(tempVertices, cell.Center); for (int i = 0; i < triangles.Count; i++) { foreach (Vector2 vertex in triangles[i]) { verticeList.Add(new VertexPositionTexture(new Vector3(vertex, 0.0f), vertex/1000.0f)); } } if (bodyPoints.Count < 2) continue; if (bodyPoints.Count < 3) { foreach (Vector2 vertex in tempVertices) { if (bodyPoints.Contains(vertex)) continue; bodyPoints.Add(vertex); break; } } for (int i = 0; i < bodyPoints.Count; i++) { cell.bodyVertices.Add(bodyPoints[i]); bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]); } triangles = MathUtils.TriangulateConvexHull(bodyPoints, cell.Center); Body edgeBody = new Body(GameMain.World); for (int i = 0; i < triangles.Count; i++) { if (triangles[i][0].Y == triangles[i][1].Y && triangles[i][0].Y == triangles[i][2].Y) continue; if (triangles[i][0].X == triangles[i][1].X && triangles[i][0].X == triangles[i][2].X) continue; Vertices bodyVertices = new Vertices(triangles[i]); FixtureFactory.AttachPolygon(bodyVertices, 5.0f, edgeBody); } edgeBody.UserData = cell; edgeBody.SleepingAllowed = false; edgeBody.BodyType = BodyType.Kinematic; edgeBody.CollisionCategories = Physics.CollisionLevel; cell.body = edgeBody; bodies.Add(edgeBody); } return verticeList.ToArray(); } public void SetPosition(Vector2 pos) { Vector2 amount = pos - Position; Vector2 simAmount = ConvertUnits.ToSimUnits(amount); //foreach (VoronoiCell cell in cells) //{ // if (cell.body == null) continue; // cell.body.SleepingAllowed = false; // cell.body.SetTransform(cell.body.Position + simAmount, cell.body.Rotation); //} int i = 0; foreach (Body body in bodies) { i++; body.SetTransform(body.Position + simAmount, body.Rotation); } foreach (MapEntity mapEntity in MapEntity.mapEntityList) { Item item = mapEntity as Item; if (item == null) { //if (!mapEntity.MoveWithLevel) continue; //mapEntity.Move(amount); } else if (item.body != null) { if (item.CurrentHull != null) continue; item.SetTransform(item.SimPosition+amount, item.body.Rotation); } } //WrappingWall.UpdateWallShift(Position, wrappingWalls); } Vector2 prevVelocity; public void Move(Vector2 amount) { Vector2 velocity = amount; Vector2 simVelocity = ConvertUnits.ToSimUnits(amount / (float)Physics.step); foreach (Body body in bodies) { body.LinearVelocity = simVelocity; } foreach (Character character in Character.CharacterList) { foreach (Limb limb in character.AnimController.Limbs) { if (character.AnimController.CurrentHull != null) continue; limb.body.LinearVelocity += simVelocity; } } foreach (Item item in Item.itemList) { if (item.body==null || item.CurrentHull != null) continue; item.body.LinearVelocity += simVelocity; } AtStartPosition = Vector2.Distance(startPosition, -Position) < ExitDistance; AtEndPosition = Vector2.Distance(endPosition, -Position) < ExitDistance; prevVelocity = simVelocity; WrappingWall.UpdateWallShift(-Position, wrappingWalls); } public static void AfterWorldStep() { if (loaded == null) return; loaded.ResetBodyVelocities(); } private void ResetBodyVelocities() { if (prevVelocity == Vector2.Zero) return; if (!MathUtils.IsValid(prevVelocity)) { prevVelocity = Vector2.Zero; return; } foreach (Character character in Character.CharacterList) { if (character.AnimController.CurrentHull != null) continue; foreach (Limb limb in character.AnimController.Limbs) { limb.body.LinearVelocity -= prevVelocity; } } foreach (Item item in Item.itemList) { if (item.body == null || item.CurrentHull != null) continue; item.body.LinearVelocity -= prevVelocity; } } public void DebugCheckPos() { Vector2 avgPos = Vector2.Zero; foreach (VoronoiCell cell in cells) { if (cell.body == null) continue; System.Diagnostics.Debug.WriteLine(cell.body.Position); avgPos += cell.body.Position; } System.Diagnostics.Debug.WriteLine("avgpos: " + avgPos / cells.Count); System.Diagnostics.Debug.WriteLine("pos: " + Position); } public void Draw(SpriteBatch spriteBatch) { Vector2 pos = endPosition; pos.Y = -pos.Y - Position.Y; if (GameMain.GameScreen.Cam.WorldView.Y < -pos.Y-512) return; pos.X = GameMain.GameScreen.Cam.WorldView.X-512.0f; //pos.X += Position.X % 512; int width = (int)(Math.Ceiling(GameMain.GameScreen.Cam.WorldView.Width/512.0f + 2.0f)*512.0f); spriteBatch.Draw(shaftTexture, new Rectangle((int)(MathUtils.Round(pos.X, 512.0f) + Position.X % 512) , (int)pos.Y, width, 512), new Rectangle(0, 0, width, 256), Color.White, 0.0f, Vector2.Zero, SpriteEffects.None, 0.0f); } public List GetCells(Vector2 pos, int searchDepth = 2) { int gridPosX = (int)Math.Floor(pos.X / GridCellWidth); int gridPosY = (int)Math.Floor(pos.Y / GridCellWidth); int startX = Math.Max(gridPosX - searchDepth, 0); int endX = Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1); int startY = Math.Max(gridPosY - searchDepth, 0); int endY = Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1); List cells = new List(); for (int x = startX; x < endX; x++) { for (int y = startY; y < endY; y++) { foreach (VoronoiCell cell in cellGrid[x, y]) { for (int i = 0; i < cell.edges.Count; i++) { cells.Add(cell); //GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Green : Color.Red); } } } } return cells; } public List GetCellEdges(Vector2 refPos, int searchDepth = 2, bool onlySolid = true) { int gridPosX = (int)Math.Floor(refPos.X / GridCellWidth); int gridPosY = (int)Math.Floor(refPos.Y / GridCellWidth); int startX = Math.Max(gridPosX - searchDepth, 0); int endX = Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1); int startY = Math.Max(gridPosY - searchDepth, 0); int endY = Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1); List edges = new List(); for (int x = startX; x < endX; x++) { for (int y = startY; y < endY; y++) { foreach (VoronoiCell cell in cellGrid[x, y]) { for (int i = 0; i < cell.edges.Count; i++) { if (onlySolid && !cell.edges[i].isSolid) continue; Vector2 start = cell.edges[i].point1 + Position; start.Y = -start.Y; Vector2 end = cell.edges[i].point2 + Position; end.Y = -end.Y; edges.Add(new Vector2[] { start, end }); //GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Green : Color.Red); } } } } return edges; } public void Render(GraphicsDevice graphicsDevice, Camera cam) { if (vertices == null) return; if (vertices.Length <= 0) return; basicEffect.World = Matrix.CreateTranslation(new Vector3(Position, 0.0f)) * cam.ShaderTransform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f; basicEffect.CurrentTechnique.Passes[0].Apply(); graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, (int)Math.Floor(vertices.Length / 3.0f)); for (int side = 0; side < 2; side++) { for (int i = 0; i < 2; i++) { basicEffect.World = Matrix.CreateTranslation(new Vector3(Position + wrappingWalls[side, i].Offset, 0.0f)) * cam.ShaderTransform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f; basicEffect.CurrentTechnique.Passes[0].Apply(); graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, wrappingWalls[side, i].Vertices, 0, (int)Math.Floor(wrappingWalls[side, i].Vertices.Length / 3.0f)); } } } private void Unload() { //position = Vector2.Zero; //foreach (VoronoiCell cell in cells) //{ // //foreach (Body b in cell.bodies) // //{ // Game1.world.RemoveBody(cell.body); // //} //} //bodies = null; vertices = null; cells = null; bodies.Clear(); bodies = null; //vertexBuffer.Dispose(); //vertexBuffer = null; } } }