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
+8
View File
@@ -134,6 +134,14 @@ namespace Barotrauma
} }
public void Update()
{
if (Hull.renderer != null)
{
Hull.renderer.ScrollWater();
}
}
bool drawn; bool drawn;
public IEnumerable<object> DoLoading(IEnumerable<object> loader) public IEnumerable<object> DoLoading(IEnumerable<object> loader)
{ {
+5 -1
View File
@@ -308,7 +308,11 @@ namespace Barotrauma
bool paused = false; bool paused = false;
if (hasLoaded && !titleScreenOpen) if (titleScreenOpen)
{
TitleScreen.Update();
}
else if (hasLoaded)
{ {
SoundPlayer.Update(); SoundPlayer.Update();
@@ -63,10 +63,7 @@ namespace Barotrauma
waterEffect.Parameters["xWavePos"].SetValue(wavePos); waterEffect.Parameters["xWavePos"].SetValue(wavePos);
waterEffect.Parameters["xBlurDistance"].SetValue(blurAmount); waterEffect.Parameters["xBlurDistance"].SetValue(blurAmount);
//waterEffect.CurrentTechnique.Passes[0].Apply(); //waterEffect.CurrentTechnique.Passes[0].Apply();
wavePos.X += 0.0001f;
wavePos.Y += 0.0001f;
#if WINDOWS #if WINDOWS
waterEffect.Parameters["xTexture"].SetValue(texture); waterEffect.Parameters["xTexture"].SetValue(texture);
spriteBatch.Draw(waterTexture, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White); spriteBatch.Draw(waterTexture, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
@@ -77,6 +74,12 @@ namespace Barotrauma
spriteBatch.End(); spriteBatch.End();
} }
public void ScrollWater()
{
wavePos.X += 0.0001f;
wavePos.Y += 0.0001f;
}
public void Render(GraphicsDevice graphicsDevice, Camera cam, RenderTarget2D texture, Matrix transform) public void Render(GraphicsDevice graphicsDevice, Camera cam, RenderTarget2D texture, Matrix transform)
{ {
if (vertices == null) return; if (vertices == null) return;
+5
View File
@@ -83,6 +83,11 @@ namespace Barotrauma
/// <param name="gameTime">Provides a snapshot of timing values.</param> /// <param name="gameTime">Provides a snapshot of timing values.</param>
public override void Update(double deltaTime) public override void Update(double deltaTime)
{ {
if (Hull.renderer != null)
{
Hull.renderer.ScrollWater();
}
//the accumulator code is based on this article: //the accumulator code is based on this article:
//http://gafferongames.com/game-physics/fix-your-timestep/ //http://gafferongames.com/game-physics/fix-your-timestep/
Physics.accumulator += deltaTime; Physics.accumulator += deltaTime;
@@ -490,6 +490,8 @@ namespace Barotrauma
public override void Update(double deltaTime) public override void Update(double deltaTime)
{ {
GameMain.TitleScreen.Update();
foreach (GUIButton button in menuButtons) foreach (GUIButton button in menuButtons)
{ {
button.Update((float)deltaTime); button.Update((float)deltaTime);
@@ -336,6 +336,8 @@ namespace Barotrauma
public override void Update(double deltaTime) public override void Update(double deltaTime)
{ {
GameMain.TitleScreen.Update();
menu.Update((float)deltaTime); menu.Update((float)deltaTime);
GUI.Update((float)deltaTime); GUI.Update((float)deltaTime);