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- case1 = Content.Load<Texture2D>("texture/case1");
- case2 = Content.Load<Texture2D>("texture/case2");
- case3 = Content.Load<Texture2D>("texture/case3");
- case4 = Content.Load<Texture2D>("texture/case4");
- water = Content.Load<Texture2D>("texture/water");
- border = Content.Load<Texture2D>("texture/border");
- ground = new TexturedSquare(GraphicsDevice, new Vector3(0, 0, 11), new Vector3(13, 0, 11), new Vector3(0, 0, 0), new Vector3(13, 0, 0), Content.Load<Texture2D>("texture/ground"));
- contour[0] = new TexturedSquare(GraphicsDevice, new Vector3(0, 0, 11), new Vector3(13, 0, 11), new Vector3(0, -10, 11), new Vector3(13, -10, 11), border);
- contour[1] = new TexturedSquare(GraphicsDevice, new Vector3(0, 0, 0), new Vector3(0, 0, 11), new Vector3(0, -10, 0), new Vector3(0, -10, 11), border);
- contour[2] = new TexturedSquare(GraphicsDevice, new Vector3(13, 0, 11), new Vector3(13, 0, 0), new Vector3(13, -10, 11), new Vector3(13, -10, 0), border);
- contour[3] = new TexturedSquare(GraphicsDevice, new Vector3(13, 0, 0), new Vector3(0, 0, 0), new Vector3(13, -10, 11), new Vector3(0, -10, 11), border);
- for (int i = 0; i < 5; i++)
- for (int j = 0; j < 5; j++)
- undergrounds.Add(new TexturedSquare(GraphicsDevice,
- new Vector3(j * 20 - 40, -10, i * 20 - 40),
- new Vector3(j * 20 - 20, -10, i * 20 - 40),
- new Vector3(j * 20 - 40, -10, i * 20 - 20),
- new Vector3(j * 20 - 20, -10, i * 20 - 20), water));
- for (int i = 0; i < 11; i++)
- for (int j = 0; j < 13; j++)
- if (mapTxt.index[i][j] == '#')
- map3D.Add(new TexturedCube(GraphicsDevice, new Vector3(j, 1, i+1), new Vector3(j + 1, 1, i+1), new Vector3(j, 0, i+1), new Vector3(j + 1, 0, i+1), new Vector3(j, 1, i),
- case3, case4, case4, case4, case4, case4));
- else if (mapTxt.index[i][j] == 'o')
- map3D.Add(new TexturedCube(GraphicsDevice, new Vector3(j, 1, i+1), new Vector3(j + 1, 1, i+1), new Vector3(j, 0, i+1), new Vector3(j + 1, 0, i+1), new Vector3(j, 1, i),
- case1, case1, case1, case1, case1, case1));
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