Fixed water scroll speed

This commit is contained in:
juanjp600
2016-09-18 15:35:35 -03:00
parent 4cd6888622
commit 5da2bc9523
6 changed files with 29 additions and 5 deletions

View File

@@ -134,6 +134,14 @@ namespace Barotrauma
}
public void Update()
{
if (Hull.renderer != null)
{
Hull.renderer.ScrollWater();
}
}
bool drawn;
public IEnumerable<object> DoLoading(IEnumerable<object> loader)
{

View File

@@ -308,7 +308,11 @@ namespace Barotrauma
bool paused = false;
if (hasLoaded && !titleScreenOpen)
if (titleScreenOpen)
{
TitleScreen.Update();
}
else if (hasLoaded)
{
SoundPlayer.Update();

View File

@@ -63,10 +63,7 @@ namespace Barotrauma
waterEffect.Parameters["xWavePos"].SetValue(wavePos);
waterEffect.Parameters["xBlurDistance"].SetValue(blurAmount);
//waterEffect.CurrentTechnique.Passes[0].Apply();
wavePos.X += 0.0001f;
wavePos.Y += 0.0001f;
#if WINDOWS
waterEffect.Parameters["xTexture"].SetValue(texture);
spriteBatch.Draw(waterTexture, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
@@ -77,6 +74,12 @@ namespace Barotrauma
spriteBatch.End();
}
public void ScrollWater()
{
wavePos.X += 0.0001f;
wavePos.Y += 0.0001f;
}
public void Render(GraphicsDevice graphicsDevice, Camera cam, RenderTarget2D texture, Matrix transform)
{
if (vertices == null) return;

View File

@@ -83,6 +83,11 @@ namespace Barotrauma
/// <param name="gameTime">Provides a snapshot of timing values.</param>
public override void Update(double deltaTime)
{
if (Hull.renderer != null)
{
Hull.renderer.ScrollWater();
}
//the accumulator code is based on this article:
//http://gafferongames.com/game-physics/fix-your-timestep/
Physics.accumulator += deltaTime;

View File

@@ -490,6 +490,8 @@ namespace Barotrauma
public override void Update(double deltaTime)
{
GameMain.TitleScreen.Update();
foreach (GUIButton button in menuButtons)
{
button.Update((float)deltaTime);

View File

@@ -336,6 +336,8 @@ namespace Barotrauma
public override void Update(double deltaTime)
{
GameMain.TitleScreen.Update();
menu.Update((float)deltaTime);
GUI.Update((float)deltaTime);