Limbs with no sprite don't cause the game to crash anymore, lightsources attached to a limb are drawn at the interpolated position (= DrawPosition) of the limb, lightTexture origin is flipped on the X-axis when parent limb flips

This commit is contained in:
Regalis
2016-12-17 14:24:54 +02:00
parent b01b38da68
commit 311f388358
5 changed files with 60 additions and 31 deletions
@@ -372,7 +372,8 @@ namespace Barotrauma
foreach (Limb limb in Limbs)
{
limb.sprite.Depth = startDepth + limb.sprite.Depth * 0.0001f;
if (limb.sprite != null)
limb.sprite.Depth = startDepth + limb.sprite.Depth * 0.0001f;
}
Limb torso = GetLimb(LimbType.Torso);
@@ -638,27 +639,31 @@ namespace Barotrauma
}
for (int i = 0; i < Limbs.Length; i++)
foreach (Limb limb in Limbs)
{
if (Limbs[i] == null) continue;
if (limb == null) continue;
Vector2 spriteOrigin = Limbs[i].sprite.Origin;
spriteOrigin.X = Limbs[i].sprite.SourceRect.Width - spriteOrigin.X;
Limbs[i].sprite.Origin = spriteOrigin;
Limbs[i].Dir = Dir;
if (Limbs[i].LightSource != null)
if (limb.sprite != null)
{
Limbs[i].LightSource.SpriteEffect = (dir == Direction.Left) ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
Vector2 spriteOrigin = limb.sprite.Origin;
spriteOrigin.X = limb.sprite.SourceRect.Width - spriteOrigin.X;
limb.sprite.Origin = spriteOrigin;
}
if (Limbs[i].pullJoint == null) continue;
limb.Dir = Dir;
Limbs[i].pullJoint.LocalAnchorA =
new Vector2(
-Limbs[i].pullJoint.LocalAnchorA.X,
Limbs[i].pullJoint.LocalAnchorA.Y);
if (limb.LightSource != null)
{
limb.LightSource.FlipX();
}
if (limb.pullJoint != null)
{
limb.pullJoint.LocalAnchorA =
new Vector2(
-limb.pullJoint.LocalAnchorA.X,
limb.pullJoint.LocalAnchorA.Y);
}
}
}
+14 -11
View File
@@ -423,7 +423,6 @@ namespace Barotrauma
if (LightSource != null)
{
LightSource.ParentSub = body.Submarine;
LightSource.Position = Position;
}
if (!character.IsDead) damage = Math.Max(0.0f, damage-deltaTime*0.1f);
@@ -504,6 +503,12 @@ namespace Barotrauma
body.UpdateDrawPosition();
}
if (LightSource != null)
{
LightSource.Position = body.DrawPosition;
LightSource.Rotation = body.DrawRotation;
}
foreach (WearableSprite wearable in wearingItems)
{
SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
@@ -528,29 +533,27 @@ namespace Barotrauma
-body.DrawRotation,
scale, spriteEffect, depth);
}
if (damage>0.0f && damagedSprite!=null && !hideLimb)
if (damage > 0.0f && damagedSprite != null && !hideLimb)
{
SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
float depth = sprite.Depth - 0.0000015f;
damagedSprite.Draw(spriteBatch,
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
color*Math.Min(damage/50.0f,1.0f), sprite.Origin,
color * Math.Min(damage / 50.0f, 1.0f), sprite.Origin,
-body.DrawRotation,
1.0f, spriteEffect, depth);
}
if (!GameMain.DebugDraw) return;
if (pullJoint!=null)
if (pullJoint != null)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true);
}
}
}