Release 1.11.4.1 (Winter Update)
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@@ -234,15 +234,7 @@ namespace Barotrauma
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WaterRenderer.Instance?.ScrollWater(waterParticleVelocity, deltaTime);
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if (level.GenerationParams.WaterParticles != null)
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{
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Vector2 waterTextureSize = level.GenerationParams.WaterParticles.size * level.GenerationParams.WaterParticleScale;
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waterParticleOffset += new Vector2(waterParticleVelocity.X, -waterParticleVelocity.Y) * level.GenerationParams.WaterParticleScale * deltaTime;
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while (waterParticleOffset.X <= -waterTextureSize.X) { waterParticleOffset.X += waterTextureSize.X; }
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while (waterParticleOffset.X >= waterTextureSize.X){ waterParticleOffset.X -= waterTextureSize.X; }
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while (waterParticleOffset.Y <= -waterTextureSize.Y) { waterParticleOffset.Y += waterTextureSize.Y; }
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while (waterParticleOffset.Y >= waterTextureSize.Y) { waterParticleOffset.Y -= waterTextureSize.Y; }
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}
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level.GenerationParams.UpdateWaterParticleOffset(ref waterParticleOffset, waterParticleVelocity, deltaTime);
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}
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public static VertexPositionColorTexture[] GetColoredVertices(VertexPositionTexture[] vertices, Color color)
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@@ -274,36 +266,7 @@ namespace Barotrauma
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ParticleManager particleManager = null)
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{
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap);
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Vector2 backgroundPos = cam.WorldViewCenter;
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backgroundPos.Y = -backgroundPos.Y;
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backgroundPos *= 0.05f;
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if (level.GenerationParams.BackgroundTopSprite != null)
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{
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int backgroundSize = (int)level.GenerationParams.BackgroundTopSprite.size.Y;
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if (backgroundPos.Y < backgroundSize)
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{
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if (backgroundPos.Y < 0)
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{
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var backgroundTop = level.GenerationParams.BackgroundTopSprite;
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backgroundTop.SourceRect = new Rectangle((int)backgroundPos.X, (int)backgroundPos.Y, backgroundSize, (int)Math.Min(-backgroundPos.Y, backgroundSize));
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backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(GameMain.GraphicsWidth, Math.Min(-backgroundPos.Y, GameMain.GraphicsHeight)),
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color: level.BackgroundTextureColor);
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}
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if (-backgroundPos.Y < GameMain.GraphicsHeight && level.GenerationParams.BackgroundSprite != null)
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{
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var background = level.GenerationParams.BackgroundSprite;
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background.SourceRect = new Rectangle((int)backgroundPos.X, (int)Math.Max(backgroundPos.Y, 0), backgroundSize, backgroundSize);
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background.DrawTiled(spriteBatch,
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(backgroundPos.Y < 0) ? new Vector2(0.0f, (int)-backgroundPos.Y) : Vector2.Zero,
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new Vector2(GameMain.GraphicsWidth, (int)Math.Min(Math.Ceiling(backgroundSize - backgroundPos.Y), backgroundSize)),
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color: level.BackgroundTextureColor);
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}
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}
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}
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level.GenerationParams.DrawBackgrounds(spriteBatch, cam);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred,
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@@ -317,42 +280,7 @@ namespace Barotrauma
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backgroundCreatureManager?.Draw(spriteBatch, cam);
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}
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if (level.GenerationParams.WaterParticles != null && cam.Zoom > 0.05f)
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{
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float textureScale = level.GenerationParams.WaterParticleScale;
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Rectangle srcRect = new Rectangle(0, 0, 2048, 2048);
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Vector2 origin = new Vector2(cam.WorldView.X, -cam.WorldView.Y);
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Vector2 offset = -origin + waterParticleOffset;
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while (offset.X <= -srcRect.Width * textureScale) offset.X += srcRect.Width * textureScale;
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while (offset.X > 0.0f) offset.X -= srcRect.Width * textureScale;
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while (offset.Y <= -srcRect.Height * textureScale) offset.Y += srcRect.Height * textureScale;
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while (offset.Y > 0.0f) offset.Y -= srcRect.Height * textureScale;
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for (int i = 0; i < 4; i++)
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{
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float scale = (1.0f - i * 0.2f);
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//alpha goes from 1.0 to 0.0 when scale is in the range of 0.1 - 0.05
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float alpha = (cam.Zoom * scale) < 0.1f ? (cam.Zoom * scale - 0.05f) * 20.0f : 1.0f;
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if (alpha <= 0.0f) continue;
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Vector2 offsetS = offset * scale
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+ new Vector2(cam.WorldView.Width, cam.WorldView.Height) * (1.0f - scale) * 0.5f
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- new Vector2(256.0f * i);
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float texScale = scale * textureScale;
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while (offsetS.X <= -srcRect.Width * texScale) offsetS.X += srcRect.Width * texScale;
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while (offsetS.X > 0.0f) offsetS.X -= srcRect.Width * texScale;
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while (offsetS.Y <= -srcRect.Height * texScale) offsetS.Y += srcRect.Height * texScale;
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while (offsetS.Y > 0.0f) offsetS.Y -= srcRect.Height * texScale;
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level.GenerationParams.WaterParticles.DrawTiled(
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spriteBatch, origin + offsetS,
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new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y),
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color: level.GenerationParams.WaterParticleColor * alpha, textureScale: new Vector2(texScale));
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}
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}
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level.GenerationParams.DrawWaterParticles(spriteBatch, cam, waterParticleOffset);
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GameMain.ParticleManager?.Draw(spriteBatch, inWater: true, inSub: false, ParticleBlendState.AlphaBlend, background: true);
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