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Hey I need some advice here How can I make more bigger map from my worldmap.cs file

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;

namespace FirstPersonCameraWindows.Models
{
    /// <summary>
    /// The world model.
    /// </summary>
    public class WorldModel : BaseWorldModel
    {
        /// <summary>
        /// Initializes a new instance of the <see cref="WorldModel"/> class.
        /// </summary>
        /// <param name="content">The content manager.</param>
        /// <param name="graphicsDevice">The graphics device.</param>
        public WorldModel(ContentManager content, GraphicsDevice graphicsDevice)
            : base(content, graphicsDevice)
        {
        }

        #region BaseWorldModel members

        /// <summary>
        /// Initializes the world.
        /// </summary>
        protected override void initializeWorld()
        {
            Texture2D stonewall = Content.Load<Texture2D>("stonewall");
            Texture2D brickwall = Content.Load<Texture2D>("Stonefloor");
            Texture2D woodfine = Content.Load<Texture2D>("hellfloor");
            Texture2D stonefloor = Content.Load<Texture2D>("Stonefloor");
            Texture2D directx10 = Content.Load<Texture2D>("Directx10");

            // Basic walls
            addQuad(Vector3.Forward, 0, 50, 100, 600, 120, stonewall); // Back wall
            addQuad(Vector3.Backward, 0, 50, 110, 620, 120, stonewall);
            addQuad(Vector3.Up, 0, 110, 105, 620, 10, stonefloor);
            addQuad(Vector3.Right, -300, 50, -200, 600, 120, stonewall); // Left wall
            addQuad(Vector3.Left, -310, 50, -200, 620, 120, stonewall);
            addQuad(Vector3.Up, -305, 110, -200, 10, 600, stonefloor);
            addQuad(Vector3.Left, 300, 50, -200, 600, 120, stonewall); // Right wall
            addQuad(Vector3.Right, 310, 50, -200, 620, 120, stonewall);
            addQuad(Vector3.Up, 305, 110, -200, 10, 600, stonefloor);
            addQuad(Vector3.Backward, 0, 40, -499, 400, 100, brickwall); // Front wall
            addQuad(Vector3.Backward, 0, 95, -500, 600, 30, stonewall);
            addQuad(Vector3.Forward, 0, 50, -510, 620, 120, stonewall);
            addQuad(Vector3.Up, 0, 110, -505, 620, 10, stonefloor);

            addQuad(Vector3.Up, 0, 0, -200, 600, 600, woodfine); // 1. Floor
            addQuad(Vector3.Down, 0, -10, -200, 620, 620, woodfine);
            addQuad(Vector3.Down, 0, 90, -380, 360, 240, stonefloor); // Roof
            addQuad(Vector3.Backward, 0, 95, -260, 400, 10, stonewall); // Between roof and 2. floor
            addQuad(Vector3.Up, 0, 100, -380, 400, 240, stonefloor); // 2. Floor

            addQuad(Vector3.Left, -200, 50, -380, 240, 100, stonewall); // Left stairs walls
            addQuad(Vector3.Right, -180, 45, -380, 240, 90, brickwall);
            addQuad(Vector3.Backward, -190, 45, -260, 20, 90, stonewall);
            addQuad(Vector3.Right, 200, 50, -380, 240, 100, stonewall); // Right stairs walls
            addQuad(Vector3.Left, 180, 45, -380, 240, 90, brickwall);
            addQuad(Vector3.Backward, 190, 45, -260, 20, 90, stonewall);

            // Ramp
            Models.Add(new Quad(Device, stonefloor, new Vector3(-250, 45, -382), Vector3.Normalize(new Vector3(0f, 1.0f, angleToCot(70))), Vector3.Right, 260, 100));

            // Stairs
            for (int i = 1; i <= 12; i++)
            {
                addQuad(Vector3.Backward, 250, i * 8 - 4, -240 - i * 20, 100, 8, stonefloor); // Front wall
                addQuad(Vector3.Up, 250, i * 8, -250 - i * 20, 100, 20, stonefloor); // Floor
            }

            // The rotating box
            Models.Add(new BoxModel(Content, directx10, Matrix.CreateTranslation(0, 30, -320)));

            // Pistol
            Models.Add(new WeaponModel(Content, Matrix.CreateTranslation(0, 0, -250), "pistol"));
        }

        #endregion BaseWorldModel members

        // Adds a quad to the models.
        private void addQuad(Vector3 normal, float x, float y, float z, float width, float height, Texture2D texture)
        {
            Vector3 up = Vector3.Up;
            if (normal == Vector3.Up || normal == Vector3.Down)
            {
                up = Vector3.Backward;
            }

            Models.Add(new Quad(Device, texture, new Vector3(x, y, z), normal, up, width, height));
        }

        // Gets the cotangent of the given angle (in degrees).
        private float angleToCot(float deg)
        {
            return (float)(1.0 / Math.Tan(MathHelper.ToRadians(deg)));
        }
    }
}


What I have tried:

I have added some stairs but thats it only stairs after the ramp
Posted

This content, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)



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