GUIMessageBoxes are drawn on top of everything else (they were obstructed by shiftsummary), placing background sprites based on level seed, instructions for dealing with broken junction boxes in tutorial

This commit is contained in:
Regalis
2016-05-01 18:55:44 +03:00
parent 63bb78b3ef
commit 3f22b2e4df
5 changed files with 46 additions and 43 deletions

View File

@@ -106,13 +106,6 @@ namespace Barotrauma
}
}
//backgroundPos = new Vector2(cam.WorldView.X, cam.WorldView.Y) + dustOffset;
////if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
//Rectangle viewRect = cam.WorldView;
//viewRect.Y = -viewRect.Y;
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront,
@@ -124,10 +117,6 @@ namespace Barotrauma
if (backgroundCreatureManager!=null) backgroundCreatureManager.Draw(spriteBatch);
//new Vector2((-offset.X*cam.Zoom) % 1024, (-offset.Y*cam.Zoom) % 1024)
spriteBatch.End();
@@ -136,11 +125,9 @@ namespace Barotrauma
SamplerState.LinearWrap, DepthStencilState.Default, null, null,
cam.Transform);
//float multiplier = 0.9f;
for (int i = 1; i < 2; i++)
{
Vector2 offset = new Vector2(cam.WorldView.X, cam.WorldView.Y);// *multiplier;
Vector2 offset = new Vector2(cam.WorldView.X, cam.WorldView.Y);
dustParticles.SourceRect = new Rectangle((int)(offset.X), (int)(-offset.Y), (int)(1024), (int)(1024));
@@ -171,14 +158,16 @@ namespace Barotrauma
foreach (GraphEdge edge in cell.edges)
{
GUI.DrawLine(spriteBatch, new Vector2(edge.point1.X, -edge.point1.Y),
new Vector2(edge.point2.X, -edge.point2.Y), Color.White);
new Vector2(edge.point2.X, -edge.point2.Y), cell.body==null ? Color.Gray : Color.White);
}
foreach (Vector2 point in cell.bodyVertices)
{
GUI.DrawRectangle(spriteBatch, new Vector2(point.X, -point.Y), new Vector2(10.0f, 10.0f), Color.White, true);
}
}
}
//RuinGeneration.RuinGenerator.Draw(spriteBatch);
}