BarotraumaServer compiles

Cleanup + fixes coming up next
This commit is contained in:
juanjp600
2017-06-18 22:41:44 -03:00
parent 8f37e14917
commit 16bc68d768
73 changed files with 2429 additions and 2028 deletions
+1 -79
View File
@@ -59,7 +59,7 @@ namespace Barotrauma
}
}
class PhysicsBody
partial class PhysicsBody
{
public enum Shape
{
@@ -459,84 +459,6 @@ namespace Barotrauma
}
}
public void Draw(SpriteBatch spriteBatch, Sprite sprite, Color color, float? depth = null, float scale = 1.0f)
{
if (!Enabled) return;
UpdateDrawPosition();
if (sprite == null) return;
SpriteEffects spriteEffect = (dir == 1.0f) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
if (GameMain.DebugDraw)
{
if (!body.Awake) color = Color.Blue;
if (targetPosition != null)
{
Vector2 pos = ConvertUnits.ToDisplayUnits((Vector2)targetPosition);
if (Submarine != null) pos += Submarine.DrawPosition;
GUI.DrawRectangle(spriteBatch,
new Vector2(pos.X - 5, -(pos.Y + 5)),
Vector2.One*10.0f, Color.Red, false, 0, 3);
}
if (offsetFromTargetPos != Vector2.Zero)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(body.Position);
if (Submarine != null) pos += Submarine.DrawPosition;
GUI.DrawLine(spriteBatch,
new Vector2(pos.X, -pos.Y),
new Vector2(DrawPosition.X, -DrawPosition.Y),
Color.Cyan, 0, 5);
}
}
sprite.Draw(spriteBatch, new Vector2(DrawPosition.X, -DrawPosition.Y), color, -drawRotation, scale, spriteEffect, depth);
}
public void DebugDraw(SpriteBatch spriteBatch, Color color)
{
if (bodyShapeTexture == null)
{
switch (BodyShape)
{
case PhysicsBody.Shape.Rectangle:
bodyShapeTexture = GUI.CreateRectangle(
(int)ConvertUnits.ToDisplayUnits(width),
(int)ConvertUnits.ToDisplayUnits(height));
break;
case PhysicsBody.Shape.Capsule:
bodyShapeTexture = GUI.CreateCapsule(
(int)ConvertUnits.ToDisplayUnits(radius),
(int)ConvertUnits.ToDisplayUnits(Math.Max(height,width)));
break;
case PhysicsBody.Shape.Circle:
bodyShapeTexture = GUI.CreateCircle((int)ConvertUnits.ToDisplayUnits(radius));
break;
}
}
float rot = -DrawRotation;
if (bodyShape == PhysicsBody.Shape.Capsule && width > height)
{
rot -= MathHelper.PiOver2;
}
spriteBatch.Draw(
bodyShapeTexture,
new Vector2(DrawPosition.X, -DrawPosition.Y),
null,
color,
rot,
new Vector2(bodyShapeTexture.Width / 2, bodyShapeTexture.Height / 2),
1.0f, SpriteEffects.None, 0.0f);
}
public void CorrectPosition<T>(List<T> positionBuffer, float deltaTime, out Vector2 newVelocity) where T : PosInfo
{
Vector2 newPosition = SimPosition;