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Riemers3DXNA2flightsim04creatingcity
To be honest, there is not much new MonoGame stuff you will learn in this chapter, the code of the last chapter will simply be expanded upon. We will be drawing buildings on the floorplan and their roofs. For this reason, I will summarize the adjustments and additions.
Because our approach will support multiple buildings (five in the case of our texture map), we will need an array that contains the heights of these different buildings.
So let us start by defining this array in the Properties section of the code:
private int[] _buildingHeights = new int[] { 0, 2, 2, 6, 5, 4 };
Next, we will process our floorPlan array, so that its numbers reflect the type of building. A 0 will remain a 0, but a 1 will be replaced by a random number between 1 and 5, indicating which type of building it is (or at least how high). To do this, add the following code to the bottom of our existing LoadFloorPlan method:
Random random = new Random();
int differentBuildings = _buildingHeights.Length - 1;
for (int x = 0; x < _floorPlan.GetLength(0); x++)
{
for (int y = 0; y < _floorPlan.GetLength(1); y++)
{
if (_floorPlan[x, y] == 1)
{
_floorPlan[x, y] = random.Next(differentBuildings) + 1;
}
}
}
To use the Random function, we also need to add a using statement, so add the following to the very top of the class with the other using statements:
using System;
With these additions to our LoadFloorPlan method, we first initialize a random number generator which we will then use to generate a random positive number, lower than the argument passed for those sections in the Floor Plan than contain a number one, replacing it with a positive integer between 1 and 5
Next, we will start expanding the SetUpVertices method so it also provides the vertices for the walls and roofing.
Add these variables to the beginning of the SetUpVertices method:
int differentBuildings = _buildingHeights.Length - 1;
float imagesInTexture = 1 + differentBuildings * 2;
We start by adjusting the code we have so it also renders roofings. Replacing all the code inside the for-loop by this:
int currentBuilding = _floorPlan[x, z];
//floor or ceiling
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z), new Vector3(0, 1, 0), new Vector2(currentBuilding * 2 / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2 + 1) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2 + 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2 + 1) / imagesInTexture, 1)));
This is the exact some code as in last chapter with some interesting changes:
- Firstly, this code renders 2 triangles, no matter what the number stored in the floorPlan is.
- Next, the height (Y coordinate) is taken from the buildingHeights array we initialized at the beginning of this chapter.
- Then you see that the X-coordinate from the texture is dynamically calculated.
Since we have 5 different buildings:
- The X coordinate of the left side of the floor tile is 0
- The left side of the first roof is 2/11
- The second roof 4/11, and so on until..
- The last roof 10/11.
This follows the formula: currentBuilding * 2 / imagesInTexture.
The X coordinate of the right side is applied similarly with the floor at 1/11, the first roof at 3/11, and so on until the last roof which is 11/11. In a formula: (currentBuilding * 2 + 1) / imagesInTexture.
In a nutshell, if a 0 is encountered, the floor image is drawn, if a building number is encountered, the corresponding roof image is drawn at the corresponding height found in the buildingHeights array. You can try running this code, and each time you run the program you will see another image roof at a different height because the type of buildings is chosen at random.
The good news is that we have already covered all the new stuff in this chapter. The bad news is that drawing the walls of the buildings implies copying most of this code, but with different coordinates, normals, and texture coordinates. To be complete, I will list the whole method here and quickly discuss it:
private void SetUpVertices()
{
int differentBuildings = _buildingHeights.Length - 1;
float imagesInTexture = 1 + differentBuildings * 2;
int cityWidth = _floorPlan.GetLength(0);
int cityLength = _floorPlan.GetLength(1);
List<VertexPositionNormalTexture> verticesList = new List<VertexPositionNormalTexture>();
for (int x = 0; x < cityWidth; x++)
{
for (int z = 0; z < cityLength; z++)
{
int currentBuilding = _floorPlan[x, z];
//floor or ceiling
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z), new Vector3(0, 1, 0), new Vector2(currentBuilding * 2 / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2 + 1) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2 + 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2 + 1) / imagesInTexture, 1)));
if (currentBuilding != 0)
{
//front wall
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentBuilding * 2) / imagesInTexture, 0)));
//back wall
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(0, 0, 1), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(0, 0, 1), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z), new Vector3(0, 0, 1), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z), new Vector3(0, 0, 1), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z), new Vector3(0, 0, 1), new Vector2((currentBuilding * 2) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(0, 0, 1), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
//left wall
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(-1, 0, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z - 1), new Vector3(-1, 0, 0), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z - 1), new Vector3(-1, 0, 0), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z - 1), new Vector3(-1, 0, 0), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z), new Vector3(-1, 0, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(-1, 0, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
//right wall
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(1, 0, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z - 1), new Vector3(1, 0, 0), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(1, 0, 0), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z - 1), new Vector3(1, 0, 0), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(1, 0, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z), new Vector3(1, 0, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 0)));
}
}
}
_cityVertexBuffer = new VertexBuffer(_device, VertexPositionNormalTexture.VertexDeclaration, verticesList.Count, BufferUsage.WriteOnly);
_cityVertexBuffer.SetData<VertexPositionNormalTexture>(verticesList.ToArray());
}
Wow! THAT IS what I call a method! Quite impressive, but it contains nothing new to you. First, the floors or roofs are drawn, then we add 6 vertices for each of the 4 walls.
Note that each vertex has to store a correct 3D coordinate for the position, a correct texture coordinate so the correct part of the texture map is put over a wall, and a correct normal vector so we can add lighting in a future chapter. You should also notice that the Add method of the List comes in very handy.
Run this code a few to verify that each time you get a different type of building.
To make this a bit more impressive, let us change the dimensions and contents of our floorPlan array in the LoadFloorPlan method:
_floorPlan = new int[,]
{
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,1,1,0,0,0,1,1,0,0,1,0,1},
{1,0,0,1,1,0,0,0,1,0,0,0,1,0,1},
{1,0,0,0,1,1,0,1,1,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,1,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,1,1,0,0,0,1,0,0,0,0,0,0,1},
{1,0,1,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,1,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,1,0,0,0,1,0,0,0,0,1},
{1,0,1,0,0,0,0,0,0,1,0,0,0,0,1},
{1,0,1,1,0,0,0,0,1,1,0,0,0,1,1},
{1,0,0,0,0,0,0,0,1,1,0,0,0,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
};
This should already be runnable, as the code in our DrawCity method adjusts itself based on the content of our VertexBuffer. But let us first reposition our camera in the SetUpCamera method, or we will see only a very small portion of our city:
_viewMatrix = Matrix.CreateLookAt(new Vector3(20, 13, -5), new Vector3(8, 0, -7), new Vector3(0, 1, 0));
Now run this code! This is what you should see:
You can try these exercises to practice what you have learned:
- Try a few different variations of the floorplan array, different sizes, and positions of buildings.
- If you feel up for a challenge, also try using another scenery texture with different building coverings and make a building type 2 using this new texture.
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Series3D2
{
public class Game1 : Game
{
//Properties
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
private GraphicsDevice _device;
private Effect _effect;
private Matrix _viewMatrix;
private Matrix _projectionMatrix;
private Texture2D _sceneryTexture;
private int[,] _floorPlan;
private VertexBuffer _cityVertexBuffer;
private int[] _buildingHeights = new int[] { 0, 2, 2, 6, 5, 4 };
public Game1()
{
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
_graphics.PreferredBackBufferWidth = 500;
_graphics.PreferredBackBufferHeight = 500;
_graphics.IsFullScreen = false;
_graphics.ApplyChanges();
Window.Title = "Riemer's MonoGame Tutorials -- 3D Series 2";
LoadFloorPlan();
base.Initialize();
}
private void SetUpCamera()
{
_viewMatrix = Matrix.CreateLookAt(new Vector3(20, 13, -5), new Vector3(8, 0, -7), new Vector3(0, 1, 0));
_projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, _device.Viewport.AspectRatio, 0.2f, 500.0f);
}
private void SetUpVertices()
{
int differentBuildings = _buildingHeights.Length - 1;
float imagesInTexture = 1 + differentBuildings * 2;
int cityWidth = _floorPlan.GetLength(0);
int cityLength = _floorPlan.GetLength(1);
List<VertexPositionNormalTexture> verticesList = new List<VertexPositionNormalTexture>();
for (int x = 0; x < cityWidth; x++)
{
for (int z = 0; z < cityLength; z++)
{
int currentBuilding = _floorPlan[x, z];
//floor or ceiling
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z), new Vector3(0, 1, 0), new Vector2(currentBuilding * 2 / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2 + 1) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2 + 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z), new Vector3(0, 1, 0), new Vector2((currentBuilding * 2 + 1) / imagesInTexture, 1)));
if (currentBuilding != 0)
{
//front wall
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentBuilding * 2) / imagesInTexture, 0)));
//back wall
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(0, 0, 1), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(0, 0, 1), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z), new Vector3(0, 0, 1), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z), new Vector3(0, 0, 1), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z), new Vector3(0, 0, 1), new Vector2((currentBuilding * 2) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(0, 0, 1), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
//left wall
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(-1, 0, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z - 1), new Vector3(-1, 0, 0), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z - 1), new Vector3(-1, 0, 0), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z - 1), new Vector3(-1, 0, 0), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, _buildingHeights[currentBuilding], -z), new Vector3(-1, 0, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(-1, 0, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
//right wall
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(1, 0, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z - 1), new Vector3(1, 0, 0), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(1, 0, 0), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z - 1), new Vector3(1, 0, 0), new Vector2((currentBuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(1, 0, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, _buildingHeights[currentBuilding], -z), new Vector3(1, 0, 0), new Vector2((currentBuilding * 2) / imagesInTexture, 0)));
}
}
}
_cityVertexBuffer = new VertexBuffer(_device, VertexPositionNormalTexture.VertexDeclaration, verticesList.Count, BufferUsage.WriteOnly);
_cityVertexBuffer.SetData<VertexPositionNormalTexture>(verticesList.ToArray());
}
private void LoadFloorPlan()
{
_floorPlan = new int[,]
{
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,1,1,0,0,0,1,1,0,0,1,0,1},
{1,0,0,1,1,0,0,0,1,0,0,0,1,0,1},
{1,0,0,0,1,1,0,1,1,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,1,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,1,1,0,0,0,1,0,0,0,0,0,0,1},
{1,0,1,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,1,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,1,0,0,0,1,0,0,0,0,1},
{1,0,1,0,0,0,0,0,0,1,0,0,0,0,1},
{1,0,1,1,0,0,0,0,1,1,0,0,0,1,1},
{1,0,0,0,0,0,0,0,1,1,0,0,0,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
};
Random random = new Random();
int differentBuildings = _buildingHeights.Length - 1;
for (int x = 0; x < _floorPlan.GetLength(0); x++)
{
for (int y = 0; y < _floorPlan.GetLength(1); y++)
{
if (_floorPlan[x, y] == 1)
{
_floorPlan[x, y] = random.Next(differentBuildings) + 1;
}
}
}
}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
_device = _graphics.GraphicsDevice;
_effect = Content.Load<Effect>("effects");
_sceneryTexture = Content.Load<Texture2D>("texturemap");
SetUpCamera();
SetUpVertices();
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
private void DrawCity()
{
_effect.CurrentTechnique = _effect.Techniques["Textured"];
_effect.Parameters["xWorld"].SetValue(Matrix.Identity);
_effect.Parameters["xView"].SetValue(_viewMatrix);
_effect.Parameters["xProjection"].SetValue(_projectionMatrix);
_effect.Parameters["xTexture"].SetValue(_sceneryTexture);
foreach (EffectPass pass in _effect.CurrentTechnique.Passes)
{
pass.Apply();
_device.SetVertexBuffer(_cityVertexBuffer);
_device.DrawPrimitives(PrimitiveType.TriangleList, 0, _cityVertexBuffer.VertexCount / 3);
}
}
protected override void Draw(GameTime gameTime)
{
_device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0);
DrawCity();
base.Draw(gameTime);
}
}
}