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
{
public class WorldModel : BaseWorldModel
{
public WorldModel(ContentManager content, GraphicsDevice graphicsDevice)
: base(content, graphicsDevice)
{
}
#region BaseWorldModel members
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");
addQuad(Vector3.Forward, 0, 50, 100, 600, 120, stonewall);
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);
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);
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);
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);
addQuad(Vector3.Down, 0, -10, -200, 620, 620, woodfine);
addQuad(Vector3.Down, 0, 90, -380, 360, 240, stonefloor);
addQuad(Vector3.Backward, 0, 95, -260, 400, 10, stonewall);
addQuad(Vector3.Up, 0, 100, -380, 400, 240, stonefloor);
addQuad(Vector3.Left, -200, 50, -380, 240, 100, stonewall);
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);
addQuad(Vector3.Left, 180, 45, -380, 240, 90, brickwall);
addQuad(Vector3.Backward, 190, 45, -260, 20, 90, stonewall);
Models.Add(new Quad(Device, stonefloor, new Vector3(-250, 45, -382), Vector3.Normalize(new Vector3(0f, 1.0f, angleToCot(70))), Vector3.Right, 260, 100));
for (int i = 1; i <= 12; i++)
{
addQuad(Vector3.Backward, 250, i * 8 - 4, -240 - i * 20, 100, 8, stonefloor);
addQuad(Vector3.Up, 250, i * 8, -250 - i * 20, 100, 20, stonefloor);
}
Models.Add(new BoxModel(Content, directx10, Matrix.CreateTranslation(0, 30, -320)));
Models.Add(new WeaponModel(Content, Matrix.CreateTranslation(0, 0, -250), "pistol"));
}
#endregion BaseWorldModel members
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));
}
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