Round end cinematic, CoroutineManager deltatime

This commit is contained in:
Regalis11
2015-12-26 19:33:23 +02:00
parent b2d5704f7e
commit 064e2eadd0
18 changed files with 138 additions and 38 deletions

View File

@@ -87,6 +87,12 @@ namespace Barotrauma
private set;
}
public Body[] ShaftBodies
{
get;
private set;
}
public Level(string seed, float difficulty, int width, int height, int siteInterval)
{
this.seed = seed;
@@ -333,14 +339,14 @@ namespace Barotrauma
}
ShaftBodies = new Body[2];
for (int i = 0; i < 2; i++)
{
Body shaftBody = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f);
shaftBody.BodyType = BodyType.Kinematic;
shaftBody.CollisionCategories = Physics.CollisionLevel;
shaftBody.SetTransform(ConvertUnits.ToSimUnits((i == 0) ? startPosition : endPosition), 0.0f);
shaftBody.SleepingAllowed = false;
bodies.Add(shaftBody);
ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f);
ShaftBodies[i].BodyType = BodyType.Static;
ShaftBodies[i].CollisionCategories = Physics.CollisionLevel;
ShaftBodies[i].SetTransform(ConvertUnits.ToSimUnits((i == 0) ? startPosition : endPosition), 0.0f);
bodies.Add(ShaftBodies[i]);
}
foreach (VoronoiCell cell in cells)

View File

@@ -175,13 +175,11 @@ namespace Barotrauma
basicEffect.TextureEnabled = false;
basicEffect.CurrentTechnique = basicEffect.Techniques["BasicEffect_VertexColor"];
basicEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(bodyVertices.VertexCount / 3.0f));
for (int side = 0; side < 2; side++)
{
for (int i = 0; i < 2; i++)
{
graphicsDevice.SetVertexBuffer(level.WrappingWalls[side, i].BodyVertices);
@@ -189,7 +187,6 @@ namespace Barotrauma
graphicsDevice.DrawPrimitives(
PrimitiveType.TriangleList, 0,
(int)Math.Floor(level.WrappingWalls[side, i].BodyVertices.VertexCount / 3.0f));
}
}

View File

@@ -0,0 +1,73 @@
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
namespace Barotrauma
{
class TransitionCinematic
{
public bool Running
{
get;
private set;
}
public TransitionCinematic(Submarine submarine, Camera cam)
{
Vector2 targetPos = submarine.Position;
if (submarine.AtEndPosition)
{
targetPos = Level.Loaded.EndPosition + Vector2.UnitY * 500.0f;
}
else if (submarine.AtStartPosition)
{
targetPos = Level.Loaded.StartPosition + Vector2.UnitY * 500.0f;
}
Running = true;
CoroutineManager.StartCoroutine(UpdateTransitionCinematic(submarine, cam, targetPos));
}
private IEnumerable<object> UpdateTransitionCinematic(Submarine sub, Camera cam, Vector2 targetPos)
{
Character.Controlled = null;
GameMain.LightManager.LosEnabled = false;
Vector2 diff = targetPos - sub.Position;
float targetSpeed = 10.0f;
Level.Loaded.ShaftBodies[0].Enabled = false;
Level.Loaded.ShaftBodies[1].Enabled = false;
cam.TargetPos = Vector2.Zero;
float duration = 5.0f;
float timer = 0.0f;
while (timer < duration)
{
Vector2 cameraPos = sub.Position;
cameraPos.Y = ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBodies[0].Position.Y) - cam.WorldView.Height/2.0f;
GUI.ScreenOverlayColor = Color.Lerp(Color.TransparentBlack, Color.Black, timer/duration);
cam.Translate((cameraPos - cam.Position) * CoroutineManager.DeltaTime);
cam.Zoom = Math.Max(0.2f, cam.Zoom - CoroutineManager.DeltaTime * 0.1f);
sub.ApplyForce((Vector2.Normalize(diff) * targetSpeed - sub.Velocity) * 500.0f);
timer -= CoroutineManager.DeltaTime;
yield return CoroutineStatus.Running;
}
Running = false;
yield return CoroutineStatus.Success;
}
}
}