Quests, new sounds, explosives, bugfixes, asdfasdf
This commit is contained in:
+50
-17
@@ -1,5 +1,6 @@
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using Subsurface.Lights;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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@@ -8,29 +9,34 @@ namespace Subsurface
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{
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class Explosion
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{
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Vector2 position;
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private Vector2 position;
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private float range;
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private float damage;
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private float structureDamage;
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private float stun;
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float range;
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float damage;
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float structureDamage;
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float stun;
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private float force;
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float force;
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private LightSource light;
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public Explosion(Vector2 position, float range, float damage, float structureDamage, float stun=0.0f, float force=0.0f)
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public float CameraShake;
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public Explosion(Vector2 position, float range, float damage, float structureDamage, float stun = 0.0f, float force = 0.0f)
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{
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this.position = position;
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this.range = Math.Max(range,1.0f);
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this.range = Math.Max(range, 1.0f);
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this.damage = damage;
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this.structureDamage = structureDamage;
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this.stun = stun;
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this.force = force;
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CameraShake = range*10.0f;
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}
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public Explosion(XElement element)
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{
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range = Math.Max(ToolBox.GetAttributeFloat(element, "range", 1.0f),1.0f);
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range = Math.Max(ToolBox.GetAttributeFloat(element, "range", 1.0f), 1.0f);
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damage = ToolBox.GetAttributeFloat(element, "damage", 0.0f);
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structureDamage = ToolBox.GetAttributeFloat(element, "structuredamage", 0.0f);
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stun = ToolBox.GetAttributeFloat(element, "stun", 0.0f);
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@@ -43,18 +49,25 @@ namespace Subsurface
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Explode(position);
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}
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public void Explode(Vector2 position)
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public void Explode(Vector2 simPosition)
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{
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for (int i = 0; i<range*10; i++)
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for (int i = 0; i < range * 10; i++)
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{
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Game1.particleManager.CreateParticle("explosionfire", position,
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Game1.ParticleManager.CreateParticle("explosionfire", simPosition,
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Rand.Vector(Rand.Range(3.0f, 4.0f)), 0.0f);
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}
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Vector2 displayPosition = ConvertUnits.ToDisplayUnits(position);
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Vector2 displayPosition = ConvertUnits.ToDisplayUnits(simPosition);
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float displayRange = ConvertUnits.ToDisplayUnits(range);
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if (structureDamage>0.0f)
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light = new LightSource(displayPosition, displayRange, Color.LightYellow);
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CoroutineManager.StartCoroutine(DimLight());
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float cameraDist = Vector2.Distance(Game1.GameScreen.Cam.Position, displayPosition)/2.0f;
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Game1.GameScreen.Cam.Shake = CameraShake * Math.Max((displayRange - cameraDist)/displayRange, 0.0f);
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if (structureDamage > 0.0f)
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{
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List<Structure> structureList = new List<Structure>();
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@@ -84,7 +97,7 @@ namespace Subsurface
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foreach (Character c in Character.CharacterList)
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{
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float dist = Vector2.Distance(c.SimPosition, position);
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float dist = Vector2.Distance(c.SimPosition, simPosition);
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if (dist > range) continue;
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@@ -92,16 +105,36 @@ namespace Subsurface
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foreach (Limb limb in c.AnimController.limbs)
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{
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distFactor = 1.0f - Vector2.Distance(limb.SimPosition, position)/range;
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distFactor = 1.0f - Vector2.Distance(limb.SimPosition, simPosition)/range;
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c.AddDamage(limb.SimPosition, DamageType.None, damage / c.AnimController.limbs.Length * distFactor, 0.0f, stun * distFactor);
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if (force>0.0f)
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{
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limb.body.ApplyLinearImpulse(Vector2.Normalize(limb.SimPosition-position)*distFactor*force);
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limb.body.ApplyLinearImpulse(Vector2.Normalize(limb.SimPosition - simPosition) * distFactor * force);
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}
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}
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}
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}
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private IEnumerable<Status> DimLight()
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{
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float currBrightness= 1.0f;
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float startRange = light.Range;
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while (light.Color.A > 0.0f)
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{
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light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness);
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light.Range = startRange * currBrightness;
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currBrightness -= 0.1f;
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yield return Status.Running;
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}
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light.Remove();
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yield return Status.Success;
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}
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}
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}
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@@ -249,12 +249,12 @@ namespace Subsurface
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{
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pos.Y = ConvertUnits.ToSimUnits(MathHelper.Clamp(lowerSurface, rect.Y-rect.Height, rect.Y));
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Game1.particleManager.CreateParticle("watersplash",
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Game1.ParticleManager.CreateParticle("watersplash",
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new Vector2(pos.X, pos.Y - Rand.Range(0.0f, 0.1f)),
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new Vector2(flowForce.X * Rand.Range(0.005f, 0.007f), flowForce.Y * Rand.Range(0.005f, 0.007f)));
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pos.Y = ConvertUnits.ToSimUnits(Rand.Range(lowerSurface, rect.Y - rect.Height));
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Game1.particleManager.CreateParticle("bubbles", pos, flowForce / 200.0f);
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Game1.ParticleManager.CreateParticle("bubbles", pos, flowForce / 200.0f);
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}
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else
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{
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@@ -262,12 +262,12 @@ namespace Subsurface
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for (int i = 0; i < rect.Width; i += (int)Rand.Range(80, 100))
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{
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pos.X = ConvertUnits.ToSimUnits(Rand.Range(rect.X, rect.X+rect.Width));
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Subsurface.Particles.Particle splash = Game1.particleManager.CreateParticle("watersplash", pos,
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Subsurface.Particles.Particle splash = Game1.ParticleManager.CreateParticle("watersplash", pos,
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new Vector2(flowForce.X * Rand.Range(0.005f, 0.008f), flowForce.Y * Rand.Range(0.005f, 0.008f)));
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if (splash!=null) splash.Size = splash.Size * MathHelper.Clamp(rect.Width / 50.0f, 0.8f, 4.0f);
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Game1.particleManager.CreateParticle("bubbles", pos, flowForce / 200.0f);
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Game1.ParticleManager.CreateParticle("bubbles", pos, flowForce / 200.0f);
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}
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}
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@@ -210,7 +210,7 @@ namespace Subsurface
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float maxDelta = Math.Max(Math.Abs(rightDelta[i]), Math.Abs(leftDelta[i]));
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if (maxDelta > Rand.Range(0.2f,10.0f))
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{
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Game1.particleManager.CreateParticle("mist",
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Game1.ParticleManager.CreateParticle("mist",
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ConvertUnits.ToSimUnits(new Vector2(rect.X + WaveWidth * i,surface + waveY[i])),
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new Vector2(0.0f, -0.5f));
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}
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@@ -38,9 +38,9 @@ namespace Subsurface
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//List<Body> bodies;
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private List<VoronoiCell> cells;
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private BasicEffect basicEffect;
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private static BasicEffect basicEffect;
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private VertexPositionColor[] vertices;
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private VertexPositionTexture[] vertices;
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private VertexBuffer vertexBuffer;
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private Vector2 startPosition;
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@@ -50,6 +50,8 @@ namespace Subsurface
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private List<Body> bodies = new List<Body>();
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private List<Vector2> positionsOfInterest;
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public Vector2 StartPosition
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{
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get { return startPosition; }
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@@ -77,6 +79,11 @@ namespace Subsurface
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get { return ConvertUnits.ToDisplayUnits(cells[0].body.Position); }
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}
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public List<Vector2> PositionsOfInterest
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{
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get { return positionsOfInterest; }
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}
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public string Seed
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{
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get { return seed; }
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@@ -92,12 +99,24 @@ namespace Subsurface
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{
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if (shaftTexture == null) shaftTexture = Game1.TextureLoader.FromFile("Content/Map/shaft.png");
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if (basicEffect==null)
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{
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basicEffect = new BasicEffect(Game1.CurrGraphicsDevice);
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basicEffect.VertexColorEnabled = false;
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basicEffect.TextureEnabled = true;
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basicEffect.Texture = Game1.TextureLoader.FromFile("Content/Map/iceSurface.png");
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}
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this.seed = seed;
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this.siteInterval = siteInterval;
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this.Difficulty = difficulty;
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positionsOfInterest = new List<Vector2>();
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borders = new Rectangle(0, 0, width, height);
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}
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@@ -237,7 +256,7 @@ namespace Subsurface
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endPosition = pathCells[pathCells.Count - 1].Center;
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//generate a couple of random paths
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for (int i = 0; i < rand.Next() % 3; i++)
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for (int i = 0; i <= rand.Next() % 3; i++)
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{
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//pathBorders = new Rectangle(
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//borders.X + siteInterval * 2, borders.Y - siteInterval * 2,
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@@ -252,10 +271,14 @@ namespace Subsurface
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Vector2 end = new Vector2(x, y);
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pathCells.AddRange
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(
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GeneratePath(rand, new List<Vector2> { start, end }, cells, pathBorders, 0.0f, 0.8f, mirror)
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);
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var newPathCells = GeneratePath(rand, new List<Vector2> { start, end }, cells, pathBorders, 0.0f, 0.8f, mirror);
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for (int n = 1; n < newPathCells.Count; n += 3)
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{
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positionsOfInterest.Add(newPathCells[n].Center);
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}
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pathCells.AddRange(newPathCells);
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}
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Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms");
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@@ -329,13 +352,9 @@ namespace Subsurface
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Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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vertexBuffer = new VertexBuffer(Game1.CurrGraphicsDevice, VertexPositionColor.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
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vertexBuffer = new VertexBuffer(Game1.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
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vertexBuffer.SetData(vertices);
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basicEffect = new BasicEffect(Game1.CurrGraphicsDevice);
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basicEffect.VertexColorEnabled = true;
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if (mirror)
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{
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Vector2 temp = startPosition;
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@@ -555,7 +574,7 @@ int currentTargetIndex = 1;
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private void GeneratePolygons(List<VoronoiCell> cells, List<VoronoiCell> emptyCells)
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{
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List<VertexPositionColor> verticeList = new List<VertexPositionColor>();
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List<VertexPositionTexture> verticeList = new List<VertexPositionTexture>();
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//bodies = new List<Body>();
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List<Vector2> tempVertices = new List<Vector2>();
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@@ -593,7 +612,7 @@ int currentTargetIndex = 1;
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{
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foreach (Vector2 vertex in triangles[i])
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{
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verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), new Color(n*30, (n * 60) % 255, (n * 90) % 255) * 0.5f));
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verticeList.Add(new VertexPositionTexture(new Vector3(vertex, 0.0f), vertex/1000.0f));
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}
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}
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@@ -775,31 +794,31 @@ int currentTargetIndex = 1;
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Vector2 observerPosition;
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public void SetObserverPosition(Vector2 position)
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{
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observerPosition = position - this.Position;
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int gridPosX = (int)Math.Floor(observerPosition.X / GridCellWidth);
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int gridPosY = (int)Math.Floor(observerPosition.Y / GridCellWidth);
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int searchOffset = 2;
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//observerPosition = position - this.Position;
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//int gridPosX = (int)Math.Floor(observerPosition.X / GridCellWidth);
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//int gridPosY = (int)Math.Floor(observerPosition.Y / GridCellWidth);
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//int searchOffset = 2;
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int startX = Math.Max(gridPosX - searchOffset, 0);
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int endX = Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1);
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//int startX = Math.Max(gridPosX - searchOffset, 0);
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//int endX = Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1);
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int startY = Math.Max(gridPosY - searchOffset, 0);
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int endY = Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1);
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//int startY = Math.Max(gridPosY - searchOffset, 0);
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//int endY = Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1);
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for (int x = 0; x < cellGrid.GetLength(0); x++)
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{
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for (int y = 0; y < cellGrid.GetLength(1); y++)
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{
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for (int i = 0; i < cellGrid[x, y].Count; i++)
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{
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//foreach (Body b in cellGrid[x, y][i].bodies)
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//{
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if (cellGrid[x, y][i].body == null) continue;
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cellGrid[x, y][i].body.Enabled = true;// (x >= startX && x <= endX && y >= startY && y <= endY);
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//}
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}
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}
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}
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//for (int x = 0; x < cellGrid.GetLength(0); x++)
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//{
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// for (int y = 0; y < cellGrid.GetLength(1); y++)
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// {
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// for (int i = 0; i < cellGrid[x, y].Count; i++)
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// {
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// //foreach (Body b in cellGrid[x, y][i].bodies)
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// //{
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// if (cellGrid[x, y][i].body == null) continue;
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// cellGrid[x, y][i].body.Enabled = true;// (x >= startX && x <= endX && y >= startY && y <= endY);
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// //}
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// }
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// }
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//}
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}
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@@ -897,11 +916,12 @@ int currentTargetIndex = 1;
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basicEffect.World = Matrix.CreateTranslation(new Vector3(Position, 0.0f)) * cam.ShaderTransform
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* Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
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basicEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, (int)Math.Floor(vertices.Length / 3.0f));
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graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
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graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, (int)Math.Floor(vertices.Length / 3.0f));
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}
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private void Unload()
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@@ -8,7 +8,7 @@ namespace Subsurface.Lights
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class ConvexHull
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{
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public static List<ConvexHull> list = new List<ConvexHull>();
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static BasicEffect fowEffect;
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static BasicEffect losEffect;
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static BasicEffect shadowEffect;
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private VertexPositionColor[] vertices;
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@@ -87,14 +87,14 @@ namespace Subsurface.Lights
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// }
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//}
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public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, Vector2 lightSourcePos, bool fow = true)
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public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, Vector2 lightSourcePos, bool los = true)
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{
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if (!Enabled) return;
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if (fowEffect == null)
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if (losEffect == null)
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{
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fowEffect = new BasicEffect(graphicsDevice);
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fowEffect.VertexColorEnabled = true;
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losEffect = new BasicEffect(graphicsDevice);
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losEffect.VertexColorEnabled = true;
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}
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if (shadowEffect==null)
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{
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@@ -140,7 +140,7 @@ namespace Subsurface.Lights
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VertexPositionTexture[] penumbraVertices = new VertexPositionTexture[6];
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if (fow)
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if (los)
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{
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for (int n = 0; n < 4; n+=3)
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{
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@@ -162,26 +162,18 @@ namespace Subsurface.Lights
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vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) - normal * 20.0f);
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vertexDir.Normalize();
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penumbraVertices[n + i + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000;
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if (i==0)
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{
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//penumbraVertices[n].Position -= normal*2.0f;
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}
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if (fow)
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if (los)
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{
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penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f);
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}
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else
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{
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penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(1.0f, 0.0f):Vector2.Zero;
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penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(1.0f, 0.0f) : Vector2.Zero;
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}
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//penumbraVertices[i+1].Color = Color.Black;
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}
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if (n>0)
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if (n > 0)
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{
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var temp = penumbraVertices[4];
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penumbraVertices[4] = penumbraVertices[5];
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@@ -210,12 +202,12 @@ namespace Subsurface.Lights
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//one vertex on the hull
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shadowVertices[svCount] = new VertexPositionColor();
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shadowVertices[svCount].Color = fow ? Color.Black : Color.Transparent;
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shadowVertices[svCount].Color = los ? Color.Black : Color.Transparent;
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shadowVertices[svCount].Position = vertexPos;
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//one extruded by the light direction
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shadowVertices[svCount + 1] = new VertexPositionColor();
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shadowVertices[svCount + 1].Color = fow ? Color.Black : Color.Transparent;
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shadowVertices[svCount + 1].Color = los ? Color.Black : Color.Transparent;
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Vector3 L2P = vertexPos - new Vector3(lightSourcePos, 0);
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L2P.Normalize();
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shadowVertices[svCount + 1].Position = new Vector3(lightSourcePos, 0) + L2P * 9000;
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@@ -224,13 +216,13 @@ namespace Subsurface.Lights
|
||||
currentIndex = (currentIndex + 1) % primitiveCount;
|
||||
}
|
||||
|
||||
fowEffect.World = cam.ShaderTransform
|
||||
losEffect.World = cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
|
||||
fowEffect.CurrentTechnique.Passes[0].Apply();
|
||||
losEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, shadowVertices, 0, shadowVertexCount * 2 - 2);
|
||||
|
||||
if (fow)
|
||||
if (los)
|
||||
{
|
||||
shadowEffect.World = cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
|
||||
|
||||
@@ -16,7 +16,7 @@ namespace Subsurface.Lights
|
||||
|
||||
private List<LightSource> lights;
|
||||
|
||||
public bool FowEnabled = true;
|
||||
public bool LosEnabled = true;
|
||||
|
||||
public bool LightingEnabled = true;
|
||||
|
||||
@@ -54,9 +54,9 @@ namespace Subsurface.Lights
|
||||
lights.Remove(light);
|
||||
}
|
||||
|
||||
public void DrawFow(GraphicsDevice graphics, Camera cam, Vector2 pos)
|
||||
public void DrawLOS(GraphicsDevice graphics, Camera cam, Vector2 pos)
|
||||
{
|
||||
if (!FowEnabled) return;
|
||||
if (!LosEnabled) return;
|
||||
foreach (ConvexHull convexHull in ConvexHull.list)
|
||||
{
|
||||
convexHull.DrawShadows(graphics, cam, pos);
|
||||
|
||||
+38
-11
@@ -19,7 +19,7 @@ namespace Subsurface
|
||||
|
||||
private List<LocationConnection> connections;
|
||||
|
||||
private int seed;
|
||||
private string seed;
|
||||
private int size;
|
||||
|
||||
private static Sprite iceTexture;
|
||||
@@ -29,6 +29,8 @@ namespace Subsurface
|
||||
private Location currentLocation;
|
||||
private Location selectedLocation;
|
||||
|
||||
private LocationConnection selectedConnection;
|
||||
|
||||
public Location CurrentLocation
|
||||
{
|
||||
get { return currentLocation; }
|
||||
@@ -44,12 +46,17 @@ namespace Subsurface
|
||||
get { return selectedLocation; }
|
||||
}
|
||||
|
||||
public int Seed
|
||||
public LocationConnection SelectedConnection
|
||||
{
|
||||
get { return selectedConnection; }
|
||||
}
|
||||
|
||||
public string Seed
|
||||
{
|
||||
get { return seed; }
|
||||
}
|
||||
|
||||
public Map(int seed, int size)
|
||||
public Map(string seed, int size)
|
||||
{
|
||||
this.seed = seed;
|
||||
|
||||
@@ -65,7 +72,7 @@ namespace Subsurface
|
||||
if (iceCraters == null) iceCraters = Game1.TextureLoader.FromFile("Content/Map/iceCraters.png");
|
||||
if (iceCrack == null) iceCrack = Game1.TextureLoader.FromFile("Content/Map/iceCrack.png");
|
||||
|
||||
Rand.SetSyncedSeed(this.seed);
|
||||
Rand.SetSyncedSeed(this.seed.GetHashCode());
|
||||
|
||||
GenerateLocations();
|
||||
|
||||
@@ -288,9 +295,9 @@ namespace Subsurface
|
||||
if (PlayerInput.LeftButtonClicked()&&
|
||||
selectedLocation != highlightedLocation && highlightedLocation != null)
|
||||
{
|
||||
//currentLocation = highlightedLocation;
|
||||
Game1.LobbyScreen.SelectLocation(highlightedLocation, connection);
|
||||
selectedLocation = highlightedLocation;
|
||||
selectedConnection = connection;
|
||||
selectedLocation = highlightedLocation;
|
||||
Game1.LobbyScreen.SelectLocation(highlightedLocation, connection);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -368,14 +375,34 @@ namespace Subsurface
|
||||
private Level level;
|
||||
|
||||
public float Difficulty;
|
||||
|
||||
|
||||
public List<Vector2[]> CrackSegments;
|
||||
|
||||
private int questsCompleted;
|
||||
|
||||
private Quest quest;
|
||||
public Quest Quest
|
||||
{
|
||||
get
|
||||
{
|
||||
if (quest==null || quest.Completed)
|
||||
{
|
||||
if (quest !=null && quest.Completed) questsCompleted++;
|
||||
Random rand = new Random(GetHashCode() + questsCompleted);
|
||||
quest = Quest.LoadRandom(rand);
|
||||
}
|
||||
|
||||
return quest;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public Location[] Locations
|
||||
{
|
||||
get { return locations; }
|
||||
}
|
||||
|
||||
|
||||
public Level Level
|
||||
{
|
||||
get { return level; }
|
||||
@@ -385,8 +412,8 @@ namespace Subsurface
|
||||
public LocationConnection(Location location1, Location location2)
|
||||
{
|
||||
locations = new Location[] { location1, location2 };
|
||||
//location1.connections.Add(this);
|
||||
//location2.connections.Add(this);
|
||||
|
||||
questsCompleted = 0;
|
||||
}
|
||||
|
||||
public Location OtherLocation(Location location)
|
||||
|
||||
@@ -371,8 +371,6 @@ namespace Subsurface
|
||||
if (Game1.Client==null)
|
||||
SetDamage(sectionIndex, sections[sectionIndex].damage + damage);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
public int FindSectionIndex(Vector2 pos)
|
||||
@@ -408,9 +406,9 @@ namespace Subsurface
|
||||
int i = FindSectionIndex(ConvertUnits.ToDisplayUnits(position));
|
||||
if (i == -1) return new AttackResult(0.0f, 0.0f);
|
||||
|
||||
Game1.particleManager.CreateParticle("dustcloud", ConvertUnits.ToSimUnits(SectionPosition(i)), 0.0f, 0.0f);
|
||||
Game1.ParticleManager.CreateParticle("dustcloud", ConvertUnits.ToSimUnits(SectionPosition(i)), 0.0f, 0.0f);
|
||||
|
||||
if (playSound)
|
||||
if (playSound && !SectionHasHole(i))
|
||||
{
|
||||
DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
|
||||
AmbientSoundManager.PlayDamageSound(damageSoundType, amount, position);
|
||||
|
||||
@@ -8,6 +8,7 @@ using FarseerPhysics.Factories;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Subsurface.Items.Components;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
|
||||
Reference in New Issue
Block a user