diff --git a/Subsurface/Content/BackgroundSprites/BackgroundSpritePrefabs.xml b/Subsurface/Content/BackgroundSprites/BackgroundSpritePrefabs.xml
index 033a80b77..5b0d56ce4 100644
--- a/Subsurface/Content/BackgroundSprites/BackgroundSpritePrefabs.xml
+++ b/Subsurface/Content/BackgroundSprites/BackgroundSpritePrefabs.xml
@@ -82,5 +82,21 @@
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Subsurface/Content/BackgroundSprites/ice.png b/Subsurface/Content/BackgroundSprites/ice.png
index 9e3b36a02..5dfc2b2ee 100644
Binary files a/Subsurface/Content/BackgroundSprites/ice.png and b/Subsurface/Content/BackgroundSprites/ice.png differ
diff --git a/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs b/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs
index d6ff2000c..f9c42db9d 100644
--- a/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs
+++ b/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs
@@ -13,13 +13,13 @@ namespace Barotrauma
class BackgroundSprite
{
public readonly BackgroundSpritePrefab Prefab;
- public Vector2 Position;
+ public Vector3 Position;
public float Scale;
public float Rotation;
- public BackgroundSprite(BackgroundSpritePrefab prefab, Vector2 position, float scale, float rotation = 0.0f)
+ public BackgroundSprite(BackgroundSpritePrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
{
this.Prefab = prefab;
this.Position = position;
@@ -99,15 +99,26 @@ namespace Barotrauma
rotation += Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, false);
- var newSprite = new BackgroundSprite(prefab,
- (Vector2)pos, Rand.Range(prefab.Scale.X, prefab.Scale.Y, false), rotation);
+ var newSprite = new BackgroundSprite(prefab,
+ new Vector3((Vector2)pos, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, false)), Rand.Range(prefab.Scale.X, prefab.Scale.Y, false), rotation);
- int x = (int)Math.Floor(((Vector2)pos).X / GridSize);
- if (x < 0 || x >= sprites.GetLength(0)) continue;
- int y = (int)Math.Floor(((Vector2)pos).Y / GridSize);
- if (y < 0 || y >= sprites.GetLength(1)) continue;
+ Vector2 spriteSize = newSprite.Prefab.Sprite.size * newSprite.Scale;
- sprites[x,y].Add(newSprite);
+ int minX = (int)Math.Floor((newSprite.Position.X - spriteSize.X / 2 - newSprite.Position.Z) / GridSize);
+ int maxX = (int)Math.Floor((newSprite.Position.X + spriteSize.X / 2 + newSprite.Position.Z) / GridSize);
+ if (minX < 0 || maxX >= sprites.GetLength(0)) continue;
+
+ int minY = (int)Math.Floor((newSprite.Position.Y - spriteSize.Y / 2 - newSprite.Position.Z) / GridSize);
+ int maxY = (int)Math.Floor((newSprite.Position.Y + spriteSize.Y / 2 + newSprite.Position.Z) / GridSize);
+ if (minY < 0 || maxY >= sprites.GetLength(1)) continue;
+
+ for (int x = minX; x <= maxX; x++)
+ {
+ for (int y = minY; y <= maxY; y++)
+ {
+ sprites[x, y].Add(newSprite);
+ }
+ }
}
}
@@ -120,6 +131,8 @@ namespace Barotrauma
Rand.Range(0.0f, level.Size.X, false),
Rand.Range(0.0f, level.Size.Y, false));
+ if (!prefab.SpawnOnWalls) return randomPos;
+
var cells = level.GetCells(randomPos);
if (!cells.Any()) return null;
@@ -178,49 +191,80 @@ namespace Barotrauma
public void DrawSprites(SpriteBatch spriteBatch, Camera cam)
{
Rectangle indices = Rectangle.Empty;
- indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize) - 2;
+ indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize);
if (indices.X >= sprites.GetLength(0)) return;
-
- indices.Y = (int)Math.Floor((cam.WorldView.Y - cam.WorldView.Height) / (float)GridSize) - 2;
+ indices.Y = (int)Math.Floor((cam.WorldView.Y - cam.WorldView.Height) / (float)GridSize);
if (indices.Y >= sprites.GetLength(1)) return;
- indices.Width = (int)Math.Ceiling(cam.WorldView.Right / (float)GridSize) + 2;
+ indices.Width = (int)Math.Floor(cam.WorldView.Right / (float)GridSize)+1;
if (indices.Width < 0) return;
- indices.Height = (int)Math.Ceiling(cam.WorldView.Y / (float)GridSize) + 2;
+ indices.Height = (int)Math.Floor(cam.WorldView.Y / (float)GridSize)+1;
if (indices.Height < 0) return;
indices.X = Math.Max(indices.X, 0);
indices.Y = Math.Max(indices.Y, 0);
- indices.Width = Math.Min(indices.Width, sprites.GetLength(0));
- indices.Height = Math.Min(indices.Height, sprites.GetLength(1));
+ indices.Width = Math.Min(indices.Width, sprites.GetLength(0)-1);
+ indices.Height = Math.Min(indices.Height, sprites.GetLength(1)-1);
float swingState = (float)Math.Sin(swingTimer * 0.1f);
+ List visibleSprites = new List();
+
float z = 0.0f;
- for (int x = indices.X; x < indices.Width; x++)
+ for (int x = indices.X; x <= indices.Width; x++)
{
- for (int y = indices.Y; y < indices.Height; y++)
+ for (int y = indices.Y; y <= indices.Height; y++)
{
foreach (BackgroundSprite sprite in sprites[x, y])
{
- sprite.Prefab.Sprite.Draw(
- spriteBatch,
- new Vector2(sprite.Position.X, -sprite.Position.Y),
- Color.White,
- sprite.Rotation + swingState*sprite.Prefab.SwingAmount,
- sprite.Scale,
- SpriteEffects.None,
- z);
-
- if (GameMain.DebugDraw)
+ int drawOrderIndex = 0;
+ for (int i = 0; i < visibleSprites.Count; i++)
{
- GUI.DrawRectangle(spriteBatch, new Vector2(sprite.Position.X, -sprite.Position.Y), new Vector2(10.0f, 10.0f), Color.Red, true);
+ if (visibleSprites[i] == sprite)
+ {
+ drawOrderIndex = -1;
+ break;
+ }
+
+ if (visibleSprites[i].Position.Z > sprite.Position.Z)
+ {
+ break;
+ }
+ else
+ {
+ drawOrderIndex = i + 1;
+ }
}
- z += 0.0001f;
+ if (drawOrderIndex >= 0)
+ {
+ visibleSprites.Insert(drawOrderIndex, sprite);
+ }
}
}
}
+
+ foreach (BackgroundSprite sprite in visibleSprites)
+ {
+ Vector2 camDiff = new Vector2(sprite.Position.X, sprite.Position.Y) - cam.WorldViewCenter;
+ camDiff.Y = -camDiff.Y;
+
+ sprite.Prefab.Sprite.Draw(
+ spriteBatch,
+ new Vector2(sprite.Position.X, -sprite.Position.Y) - camDiff * sprite.Position.Z / 10000.0f,
+ Color.Lerp(Color.White, Level.Loaded.BackgroundColor, sprite.Position.Z / 5000.0f),
+ sprite.Rotation + swingState * sprite.Prefab.SwingAmount,
+ sprite.Scale,
+ SpriteEffects.None,
+ z);
+
+ if (GameMain.DebugDraw)
+ {
+ GUI.DrawRectangle(spriteBatch, new Vector2(sprite.Position.X, -sprite.Position.Y), new Vector2(10.0f, 10.0f), Color.Red, true);
+ }
+
+ z += 0.0001f;
+ }
}
private BackgroundSpritePrefab GetRandomPrefab(string levelType)
diff --git a/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpritePrefab.cs b/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpritePrefab.cs
index 3f98f6206..1568b2caf 100644
--- a/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpritePrefab.cs
+++ b/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpritePrefab.cs
@@ -13,10 +13,14 @@ namespace Barotrauma
public readonly Vector2 Scale;
+ public bool SpawnOnWalls;
+
public readonly bool AlignWithSurface;
public readonly Vector2 RandomRotation;
+ public readonly Vector2 DepthRange;
+
public readonly float SwingAmount;
public readonly int Commonness;
@@ -34,9 +38,13 @@ namespace Barotrauma
Commonness = ToolBox.GetAttributeInt(element, "commonness", 1);
+ SpawnOnWalls = ToolBox.GetAttributeBool(element, "spawnonwalls", true);
+
Scale.X = ToolBox.GetAttributeFloat(element, "minsize", 1.0f);
Scale.Y = ToolBox.GetAttributeFloat(element, "maxsize", 1.0f);
+ DepthRange = ToolBox.GetAttributeVector2(element, "depthrange", Vector2.Zero);
+
AlignWithSurface = ToolBox.GetAttributeBool(element, "alignwithsurface", false);
RandomRotation = ToolBox.GetAttributeVector2(element, "randomrotation", Vector2.Zero);