Improved submarine movement (buoyancy & drag), engine and "navigation terminal", new map, optimized levels (less vertices and physics bodies)

This commit is contained in:
Regalis
2015-06-29 02:00:27 +03:00
parent 9237a9efe2
commit 004608acd8
43 changed files with 1199 additions and 527 deletions
+3 -3
View File
@@ -275,7 +275,7 @@ namespace Subsurface
float mid = (armorLimits.X + armorLimits.Y) / 2.0f;
float angleDiff = ToolBox.GetShortestAngle(ToolBox.VectorToAngle(position - SimPosition), mid);
float angleDiff = MathUtils.GetShortestAngle(MathUtils.VectorToAngle(position - SimPosition), mid);
if (Math.Abs(angleDiff) < (armorSector.Y - armorSector.X) / 2.0f)
{
@@ -314,7 +314,7 @@ namespace Subsurface
Game1.particleManager.CreateParticle("blood",
SimPosition,
particleVel * ToolBox.RandomFloatLocal(1.0f, 3.0f));
particleVel * MathUtils.RandomFloatLocal(1.0f, 3.0f));
}
for (int i = 0; i < bloodAmount / 2; i++)
@@ -370,7 +370,7 @@ namespace Subsurface
soundTimer -= deltaTime;
//if (ToolBox.RandomFloat(0.0f, 1000.0f) < Bleeding)
//if (MathUtils.RandomFloat(0.0f, 1000.0f) < Bleeding)
//{
// Game1.particleManager.CreateParticle(
// !inWater ? "blood" : "waterblood",