v1.2.8.0 (Winter Update hotfix 2)
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@@ -284,6 +284,11 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// Last version of the game that had broken handling of sprites that were scaled, flipped and offset
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/// </summary>
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public static readonly Version LastBrokenTiledSpriteGameVersion = new Version(major: 1, minor: 2, build: 7, revision: 0);
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public void DrawTiled(ISpriteBatch spriteBatch,
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Vector2 position,
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Vector2 targetSize,
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@@ -298,8 +303,9 @@ namespace Barotrauma
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if (Texture == null) { return; }
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spriteEffects ??= effects;
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bool flipHorizontal = (spriteEffects.Value & SpriteEffects.FlipHorizontally) != 0;
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bool flipVertical = (spriteEffects.Value & SpriteEffects.FlipVertically) != 0;
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bool flipHorizontal = spriteEffects.Value.HasFlag(SpriteEffects.FlipHorizontally);
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bool flipVertical = spriteEffects.Value.HasFlag(SpriteEffects.FlipVertically);
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float addedRotation = rotation + this.rotation;
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if (flipHorizontal != flipVertical) { addedRotation = -addedRotation; }
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@@ -317,42 +323,42 @@ namespace Barotrauma
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void drawSection(Vector2 slicePos, Rectangle sliceRect)
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{
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Vector2 transformedPos = slicePos - position;
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Vector2 transformedPos = slicePos;
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if (flipHorizontal)
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{
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transformedPos.X = targetSize.X - transformedPos.X - sliceRect.Width * scale.X;
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}
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if (flipVertical)
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{
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transformedPos.Y = targetSize.Y - transformedPos.Y - sliceRect.Height * scale.Y;
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}
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transformedPos = advanceX * transformedPos.X + advanceY * transformedPos.Y;
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transformedPos += position - transformedOrigin;
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spriteBatch.Draw(texture, transformedPos, sliceRect, drawColor, addedRotation, Vector2.Zero, scale, spriteEffects.Value, depth ?? this.depth);
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spriteBatch.Draw(
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texture: texture,
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position: transformedPos,
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sourceRectangle: sliceRect,
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color: drawColor,
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rotation: addedRotation,
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origin: Vector2.Zero,
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scale: scale,
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effects: spriteEffects.Value,
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layerDepth: depth ?? this.depth);
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}
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//wrap the drawOffset inside the sourceRect
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drawOffset.X = (drawOffset.X / scale.X) % sourceRect.Width;
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drawOffset.Y = (drawOffset.Y / scale.Y) % sourceRect.Height;
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Vector2 flippedDrawOffset = Vector2.Zero;
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if (flipHorizontal)
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{
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float diff = targetSize.X % (sourceRect.Width * scale.X);
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flippedDrawOffset.X = (sourceRect.Width * scale.X - diff) / scale.X;
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flippedDrawOffset.X =
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MathUtils.NearlyEqual(flippedDrawOffset.X, MathF.Round(flippedDrawOffset.X)) ?
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MathF.Round(flippedDrawOffset.X) : flippedDrawOffset.X;
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}
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if (flipVertical)
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{
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float diff = targetSize.Y % (sourceRect.Height * scale.Y);
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flippedDrawOffset.Y = (sourceRect.Height * scale.Y - diff) / scale.Y;
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flippedDrawOffset.Y =
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MathUtils.NearlyEqual(flippedDrawOffset.Y, MathF.Round(flippedDrawOffset.Y)) ?
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MathF.Round(flippedDrawOffset.Y) : flippedDrawOffset.Y;
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}
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drawOffset += flippedDrawOffset;
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//how many times the texture needs to be drawn on the x-axis
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int xTiles = (int)Math.Ceiling((targetSize.X + drawOffset.X * scale.X) / (sourceRect.Width * scale.X));
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//how many times the texture needs to be drawn on the y-axis
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int yTiles = (int)Math.Ceiling((targetSize.Y + drawOffset.Y * scale.Y) / (sourceRect.Height * scale.Y));
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//where the current tile is being drawn;
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Vector2 currDrawPosition = position - drawOffset;
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Vector2 currDrawPosition = -drawOffset;
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//which part of the texture we are currently drawing
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Rectangle texPerspective = sourceRect;
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@@ -364,54 +370,22 @@ namespace Barotrauma
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texPerspective.Height = sourceRect.Height;
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//offset to the left, draw a partial slice
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if (currDrawPosition.X < position.X)
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if (currDrawPosition.X < 0)
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{
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float diff = (position.X - currDrawPosition.X);
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float diff = -currDrawPosition.X;
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currDrawPosition.X += diff;
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texPerspective.Width -= (int)diff;
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if (!flipHorizontal)
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{
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texPerspective.X += (int)diff;
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}
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if (!flipVertical)
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{
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texPerspective.Y += (int)diff;
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}
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}
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//drawing an offset flipped sprite, need to draw an extra slice to the left side
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if (currDrawPosition.X > position.X && x == 0)
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{
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if (flipHorizontal)
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{
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int sliceWidth = (int)((currDrawPosition.X - position.X) * scale.X);
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Vector2 slicePos = currDrawPosition;
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slicePos.X = position.X;
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Rectangle sliceRect = texPerspective;
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sliceRect.X = SourceRect.X;
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sliceRect.Width = (int)(sliceWidth / scale.X);
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if (flipVertical)
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{
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slicePos.Y += flippedDrawOffset.Y;
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}
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drawSection(slicePos, sliceRect);
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currDrawPosition.X = slicePos.X + sliceWidth;
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}
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texPerspective.X += (int)diff;
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}
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//make sure the rightmost tiles don't go over the right side
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if (x == xTiles - 1)
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{
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int diff = (int)(((currDrawPosition.X + texPerspective.Width * scale.X) - (position.X + targetSize.X)) / scale.X);
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int diff = (int)(((currDrawPosition.X + texPerspective.Width * scale.X) - targetSize.X) / scale.X);
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texPerspective.Width -= diff;
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if (flipHorizontal)
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{
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texPerspective.X += diff;
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}
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}
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currDrawPosition.Y = position.Y - drawOffset.Y;
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currDrawPosition.Y = -drawOffset.Y;
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for (int y = 0; y < yTiles; y++)
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{
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@@ -419,45 +393,19 @@ namespace Barotrauma
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texPerspective.Height = sourceRect.Height;
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//offset above the top, draw a partial slice
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if (currDrawPosition.Y < position.Y)
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if (currDrawPosition.Y < 0f)
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{
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float diff = (position.Y - currDrawPosition.Y);
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float diff = -currDrawPosition.Y;
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currDrawPosition.Y += diff;
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texPerspective.Height -= (int)diff;
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if (!flipVertical)
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{
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texPerspective.Y += (int)diff;
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}
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}
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//drawing an offset flipped sprite, need to draw an extra slice to the top
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if (currDrawPosition.Y > position.Y && y == 0)
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{
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if (flipVertical)
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{
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int sliceHeight = (int)((currDrawPosition.Y - position.Y) * scale.Y);
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Vector2 slicePos = currDrawPosition;
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slicePos.Y = position.Y;
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Rectangle sliceRect = texPerspective;
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sliceRect.Y = SourceRect.Y;
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sliceRect.Height = (int)(sliceHeight / scale.Y);
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drawSection(slicePos, sliceRect);
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currDrawPosition.Y = slicePos.Y + sliceHeight;
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}
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texPerspective.Y += (int)diff;
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}
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//make sure the bottommost tiles don't go over the bottom
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if (y == yTiles - 1)
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{
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int diff = (int)(((currDrawPosition.Y + texPerspective.Height * scale.Y) - (position.Y + targetSize.Y)) / scale.Y);
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int diff = (int)(((currDrawPosition.Y + texPerspective.Height * scale.Y) - targetSize.Y) / scale.Y);
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texPerspective.Height -= diff;
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if (flipVertical)
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{
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texPerspective.Y += diff;
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}
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}
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drawSection(currDrawPosition, texPerspective);
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