Stair body + linkedsub flipping

This commit is contained in:
Regalis
2016-09-30 20:07:36 +03:00
parent 8e8a0e57f0
commit 0fe822c96a
2 changed files with 51 additions and 30 deletions

View File

@@ -70,7 +70,8 @@ namespace Barotrauma
public Direction StairDirection
{
get { return prefab.StairDirection; }
get;
private set;
}
public override string Name
@@ -176,6 +177,8 @@ namespace Barotrauma
prefab = sp;
isHorizontal = (rect.Width>rect.Height);
StairDirection = prefab.StairDirection;
if (prefab.HasBody)
{
@@ -207,29 +210,9 @@ namespace Barotrauma
sections = new WallSection[1];
sections[0] = new WallSection(rect);
if (StairDirection!=Direction.None)
if (StairDirection != Direction.None)
{
bodies = new List<Body>();
Body newBody = BodyFactory.CreateRectangle(GameMain.World,
ConvertUnits.ToSimUnits(rect.Width * Math.Sqrt(2.0) + Submarine.GridSize.X*3.0f),
ConvertUnits.ToSimUnits(10),
1.5f);
newBody.BodyType = BodyType.Static;
Vector2 stairPos = new Vector2(Position.X, rect.Y - rect.Height + rect.Width / 2.0f);
stairPos += new Vector2(
(StairDirection == Direction.Right) ? -Submarine.GridSize.X*1.5f : Submarine.GridSize.X*1.5f,
- Submarine.GridSize.Y*2.0f);
newBody.Position = ConvertUnits.ToSimUnits(stairPos);
newBody.Rotation = (StairDirection == Direction.Right) ? MathHelper.PiOver4 : -MathHelper.PiOver4;
newBody.Friction = 0.8f;
newBody.CollisionCategories = Physics.CollisionStairs;
newBody.UserData = this;
bodies.Add(newBody);
CreateStairBodies();
}
}
@@ -242,6 +225,31 @@ namespace Barotrauma
InsertToList();
}
private void CreateStairBodies()
{
bodies = new List<Body>();
Body newBody = BodyFactory.CreateRectangle(GameMain.World,
ConvertUnits.ToSimUnits(rect.Width * Math.Sqrt(2.0) + Submarine.GridSize.X * 3.0f),
ConvertUnits.ToSimUnits(10),
1.5f);
newBody.BodyType = BodyType.Static;
Vector2 stairPos = new Vector2(Position.X, rect.Y - rect.Height + rect.Width / 2.0f);
stairPos += new Vector2(
(StairDirection == Direction.Right) ? -Submarine.GridSize.X * 1.5f : Submarine.GridSize.X * 1.5f,
-Submarine.GridSize.Y * 2.0f);
newBody.Position = ConvertUnits.ToSimUnits(stairPos);
newBody.Rotation = (StairDirection == Direction.Right) ? MathHelper.PiOver4 : -MathHelper.PiOver4;
newBody.Friction = 0.8f;
newBody.CollisionCategories = Physics.CollisionStairs;
newBody.UserData = this;
bodies.Add(newBody);
}
private void CreateSections()
{
int xsections = 1, ysections = 1;
@@ -736,6 +744,20 @@ namespace Barotrauma
return newBody;
}
public override void FlipX()
{
base.FlipX();
if (StairDirection != Direction.None)
{
StairDirection = StairDirection == Direction.Left ? Direction.Right : Direction.Left;
bodies.ForEach(b => GameMain.World.RemoveBody(b));
CreateStairBodies();
}
//todo: flip sprites & wall sections
}
public override XElement Save(XElement parentElement)
{

View File

@@ -285,8 +285,6 @@ namespace Barotrauma
public static void Draw(SpriteBatch spriteBatch, bool editing = false)
{
if (PlayerInput.KeyHit(InputType.Crouch)) Submarine.MainSub.FlipX();
for (int i = 0; i < MapEntity.mapEntityList.Count; i++ )
{
MapEntity.mapEntityList[i].Draw(spriteBatch, editing);
@@ -500,9 +498,7 @@ namespace Barotrauma
foreach (MapEntity e in MapEntity.mapEntityList)
{
if (e.MoveWithLevel || e.Submarine != this || e is Item) continue;
e.FlipX();
if (e is LinkedSubmarine)
{
Submarine sub = ((LinkedSubmarine)e).Sub;
@@ -514,6 +510,10 @@ namespace Barotrauma
sub.FlipX(parents);
}
}
else
{
e.FlipX();
}
}
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
@@ -562,8 +562,7 @@ namespace Barotrauma
public void Update(float deltaTime)
{
if (PlayerInput.KeyHit(InputType.Crouch)) FlipX();
if (PlayerInput.KeyHit(InputType.Crouch) && (this == MainSub)) FlipX();
if (Level.Loaded == null) return;