Merged branch combat-mission into combat-mission

This commit is contained in:
juanjp600
2016-10-03 22:29:54 -03:00
7 changed files with 139 additions and 63 deletions

View File

@@ -16,7 +16,7 @@
linkable="true"
pickdistance ="150">
<Sprite texture ="cabinets.png" depth="0.84" sourcerect="0,0,48,64"/>
<Sprite texture ="cabinets.png" depth="0.84" sourcerect="0,0,48,64" canflipx="false"/>
<ItemContainer capacity="20" canbeselected="true" hideitems="true">
<Containable name="chem"/>
@@ -29,7 +29,7 @@
linkable="true"
pickdistance ="150">
<Sprite texture ="cabinets.png" depth="0.84" sourcerect="0,64,48,64"/>
<Sprite texture ="cabinets.png" depth="0.84" sourcerect="0,64,48,64" canflipx="false"/>
<ItemContainer capacity="20" canbeselected="true" hideitems="true">
<Containable name="chem"/>

View File

@@ -7,7 +7,7 @@
pickdistance="150"
description="Serves as a hub for power distribution and relaying signals between devices.">
<Sprite texture ="junctionbox.png" depth="0.8"/>
<Sprite texture="junctionbox.png" depth="0.8" canflipx="false"/>
<fixrequirement name="Electrical repairs">
<skill name="Electrical Engineering" level="40"/>

View File

@@ -29,39 +29,39 @@
</smallverticalback2>
<engineeringLabel width="153" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="0,426,153,16" depth ="0.99"/>
<sprite texture="Content/Map/structures2.png" sourcerect="0,426,153,16" depth="0.99" canflipx="false"/>
</engineeringLabel>
<commandLabel width="128" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="0,443,128,16" depth ="0.99"/>
<sprite texture="Content/Map/structures2.png" sourcerect="0,443,128,16" depth="0.99" canflipx="false"/>
</commandLabel>
<airlockLabel width = "99" height ="16">
<sprite texture="Content/Map/structures2.png" sourcerect="0,460,199,16" depth ="0.99"/>
<sprite texture="Content/Map/structures2.png" sourcerect="0,460,199,16" depth="0.99" canflipx="false"/>
</airlockLabel>
<cabinsLabel width="83" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="0,477,83,16" depth ="0.99"/>
<sprite texture="Content/Map/structures2.png" sourcerect="0,477,83,16" depth="0.99" canflipx="false"/>
</cabinsLabel>
<medicalLabel width="110" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="0,494,110,16" depth="0.99"/>
<sprite texture="Content/Map/structures2.png" sourcerect="0,494,110,16" depth="0.99" canflipx="false"/>
</medicalLabel>
<arrowUp width="16" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="129,460,16,16" depth ="0.99" canflipx="true"/>
<sprite texture="Content/Map/structures2.png" sourcerect="129,460,16,16" depth ="0.99"/>
</arrowUp>
<arrowDown width="16" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="146,460,16,16" depth ="0.99" canflipx="true"/>
<sprite texture="Content/Map/structures2.png" sourcerect="146,460,16,16" depth ="0.99"/>
</arrowDown>
<arrowLeft width="16" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="129,477,16,16" depth ="0.99" canflipx="true"/>
<sprite texture="Content/Map/structures2.png" sourcerect="129,477,16,16" depth ="0.99"/>
</arrowLeft>
<arrowRight width="16" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="146,477,16,16" depth ="0.99" canflipx="true"/>
<sprite texture="Content/Map/structures2.png" sourcerect="146,477,16,16" depth ="0.99"/>
</arrowRight>
<leftwall description="A vertical wall with collision detection"
@@ -170,19 +170,19 @@
</PipesBackground>
<SlopeForward width="16" height="16" resizehorizontal="true" resizevertical="true">
<sprite texture="Content/Map/structures2.png" sourcerect="0,0,224,64" depth = "0.95" canflipx="true"/>
<sprite texture="Content/Map/structures2.png" sourcerect="0,0,224,64" depth = "0.95" />
</SlopeForward>
<SlopeBack width="16" height="16" resizehorizontal="true" resizevertical="true">
<sprite texture="Content/Map/structures2.png" sourcerect="0,64,224,64" depth = "0.95" canflipx="true"/>
<sprite texture="Content/Map/structures2.png" sourcerect="0,64,224,64" depth = "0.95" />
</SlopeBack>
<stairsright width="256" height="320" stairdirection="Right">
<sprite texture="Content/Map/structures2.png" sourcerect="256,193,256,319" depth = "0.1" canflipx="true"/>
<sprite texture="Content/Map/structures2.png" sourcerect="256,193,256,319" depth = "0.1" />
</stairsright>
<stairsleft width="256" height="320" stairdirection="Left">
<sprite texture="Content/Map/structures2.png" sourcerect="256,193,256,319" fliphorizontal="true" depth = "0.1" canflipx="true"/>
<sprite texture="Content/Map/structures2.png" sourcerect="256,193,256,319" fliphorizontal="true" depth = "0.1" />
</stairsleft>
<bunk width="173" height="129">

View File

@@ -288,8 +288,7 @@ namespace Barotrauma
spriteFolder = Path.GetDirectoryName(filePath);
}
if (ToolBox.GetAttributeBool(subElement, "canflipx", false))
canSpriteFlipX = true;
canSpriteFlipX = ToolBox.GetAttributeBool(subElement, "canflipx", true);
sprite = new Sprite(subElement, spriteFolder);
size = sprite.size;

View File

@@ -63,6 +63,8 @@ namespace Barotrauma
public SpriteEffects SpriteEffects = SpriteEffects.None;
private bool flippedX;
public override Sprite Sprite
{
get { return prefab.sprite; }
@@ -260,6 +262,14 @@ namespace Barotrauma
int xsections = 1, ysections = 1;
int width, height;
if (!HasBody)
{
sections = new WallSection[1];
sections[0] = new WallSection(rect);
return;
}
if (isHorizontal)
{
xsections = (int)Math.Ceiling((float)rect.Width / wallSectionSize);
@@ -275,15 +285,33 @@ namespace Barotrauma
height = (int)wallSectionSize;
}
for (int x = 0; x < xsections; x++)
{
for (int y = 0; y < ysections; y++)
{
Rectangle sectionRect = new Rectangle(rect.X + x * width, rect.Y - y * height, width, height);
sectionRect.Width -= (int)Math.Max((sectionRect.X + sectionRect.Width) - (rect.X + rect.Width), 0.0f);
sectionRect.Height -= (int)Math.Max((rect.Y - rect.Height) - (sectionRect.Y - sectionRect.Height), 0.0f);
if (flippedX)
{
Rectangle sectionRect = new Rectangle(rect.Right - (x + 1) * width, rect.Y - y * height, width, height);
sections[x + y] = new WallSection(sectionRect);
int over = Math.Max(rect.X - sectionRect.X, 0);
sectionRect.X += over;
sectionRect.Width -= over;
sectionRect.Height -= (int)Math.Max((rect.Y - rect.Height) - (sectionRect.Y - sectionRect.Height), 0.0f);
sections[xsections - 1 - x + y] = new WallSection(sectionRect);
}
else
{
Rectangle sectionRect = new Rectangle(rect.X + x * width, rect.Y - y * height, width, height);
sectionRect.Width -= (int)Math.Max(sectionRect.Right - rect.Right, 0.0f);
sectionRect.Height -= (int)Math.Max((rect.Y - rect.Height) - (sectionRect.Y - sectionRect.Height), 0.0f);
sections[x + y] = new WallSection(sectionRect);
}
}
}
}
@@ -437,9 +465,9 @@ namespace Barotrauma
if (prefab.BackgroundSprite != null)
{
prefab.BackgroundSprite.DrawTiled(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
new Vector2(rect.Width, rect.Height),
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
new Vector2(rect.Width, rect.Height),
Vector2.Zero, color, Point.Zero);
}
}
@@ -449,16 +477,16 @@ namespace Barotrauma
if (back == prefab.sprite.Depth > 0.5f || editing)
{
foreach (WallSection s in sections)
for (int i = 0; i < sections.Length; i++)
{
if (damageEffect != null)
{
float newCutoff = Math.Min((s.damage / prefab.MaxHealth), 0.65f);
float newCutoff = Math.Min((sections[i].damage / prefab.MaxHealth), 0.65f);
if (Math.Abs(newCutoff - prevCutoff) > 0.01f)
{
damageEffect.Parameters["aCutoff"].SetValue(newCutoff);
damageEffect.Parameters["cCutoff"].SetValue(newCutoff*1.2f);
damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f);
damageEffect.CurrentTechnique.Passes[0].Apply();
@@ -466,8 +494,21 @@ namespace Barotrauma
}
}
Point offset = new Point(Math.Abs(rect.Location.X - s.rect.Location.X), Math.Abs(rect.Location.Y - s.rect.Location.Y));
prefab.sprite.DrawTiled(spriteBatch, new Vector2(s.rect.X + drawOffset.X, -(s.rect.Y + drawOffset.Y)), new Vector2(s.rect.Width, s.rect.Height), Vector2.Zero, color, offset);
Point textureOffset = new Point(
Math.Abs(rect.Location.X - sections[i].rect.Location.X),
Math.Abs(rect.Location.Y - sections[i].rect.Location.Y));
if (flippedX && isHorizontal)
{
textureOffset.X = rect.Width - textureOffset.X - sections[i].rect.Width;
}
prefab.sprite.DrawTiled(
spriteBatch,
new Vector2(sections[i].rect.X + drawOffset.X, -(sections[i].rect.Y + drawOffset.Y)),
new Vector2(sections[i].rect.Width, sections[i].rect.Height),
Vector2.Zero, color,
textureOffset);
}
}
@@ -577,6 +618,15 @@ namespace Barotrauma
public int FindSectionIndex(Vector2 displayPos)
{
if (!sections.Any()) return -1;
//if the sub has been flipped horizontally, the first section may be smaller than wallSectionSize
//and we need to adjust the position accordingly
if (sections[0].rect.Width < wallSectionSize)
{
displayPos.X += wallSectionSize - sections[0].rect.Width;
}
int index = (isHorizontal) ?
(int)Math.Floor((displayPos.X - rect.X) / wallSectionSize) :
(int)Math.Floor((rect.Y - displayPos.Y) / wallSectionSize);
@@ -757,6 +807,8 @@ namespace Barotrauma
public override void FlipX()
{
base.FlipX();
flippedX = !flippedX;
if (prefab.CanSpriteFlipX)
{
@@ -771,7 +823,7 @@ namespace Barotrauma
CreateStairBodies();
}
//todo: flip sprites & wall sections
CreateSections();
}
public override XElement Save(XElement parentElement)

View File

@@ -113,8 +113,8 @@ namespace Barotrauma
sp.sprite.effects = SpriteEffects.FlipHorizontally;
if (ToolBox.GetAttributeBool(subElement, "flipvertical", false))
sp.sprite.effects = SpriteEffects.FlipVertically;
if (ToolBox.GetAttributeBool(subElement, "canflipx", false))
sp.canSpriteFlipX = true;
sp.canSpriteFlipX = ToolBox.GetAttributeBool(subElement, "canflipx", true);
break;
case "backgroundsprite":

View File

@@ -222,56 +222,81 @@ namespace Barotrauma
{
DrawTiled(spriteBatch, pos, targetSize, Vector2.Zero, color);
}
public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Color color, Point offset)
{
//how many times the texture needs to be drawn on the x-axis
int xTiles = (int)Math.Ceiling((targetSize.X + startOffset.X) / sourceRect.Width);
//how many times the texture needs to be drawn on the y-axis
int yTiles = (int)Math.Ceiling((targetSize.Y + startOffset.Y) / sourceRect.Height);
Rectangle texPerspective = sourceRect;
texPerspective.Location += offset;
while (texPerspective.Location.X >= sourceRect.X + sourceRect.Width)
texPerspective.X = sourceRect.X + (texPerspective.Location.X - (sourceRect.X + sourceRect.Width));
while (texPerspective.Location.Y >= sourceRect.Y + sourceRect.Height)
texPerspective.Y = sourceRect.Y + (texPerspective.Location.Y - (sourceRect.Y + sourceRect.Height));
Rectangle TexPerspective = sourceRect;
TexPerspective.Location += offset;
while (TexPerspective.Location.X >= sourceRect.X + sourceRect.Width)
TexPerspective.X = sourceRect.X + (TexPerspective.Location.X - (sourceRect.X + sourceRect.Width));
while (TexPerspective.Location.Y >= sourceRect.Y + sourceRect.Height)
TexPerspective.Y = sourceRect.Y + (TexPerspective.Location.Y - (sourceRect.Y + sourceRect.Height));
TexPerspective.Width = (int)Math.Min(targetSize.X, sourceRect.Width);
TexPerspective.Height = (int)Math.Min(targetSize.Y, sourceRect.Height);
texPerspective.Width = (int)Math.Min(targetSize.X, sourceRect.Width);
texPerspective.Height = (int)Math.Min(targetSize.Y, sourceRect.Height);
for (int y = 0; y < yTiles; y++)
{
TexPerspective.Width = (int)Math.Min(targetSize.X, sourceRect.Width);
TexPerspective.Height = (int)Math.Min(targetSize.Y, sourceRect.Height);
float top = pos.Y + TexPerspective.Height * y;
texPerspective.Width = (int)Math.Min(targetSize.X, sourceRect.Width);
texPerspective.Height = (int)Math.Min(targetSize.Y, sourceRect.Height);
float top = pos.Y + texPerspective.Height * y;
for (int x = 0; x < xTiles; x++)
{
float left = pos.X + TexPerspective.Width * x;
TexPerspective.Width = Math.Min((int)(targetSize.X - TexPerspective.Width * x), TexPerspective.Width);
TexPerspective.Height = Math.Min((int)(targetSize.Y - TexPerspective.Height * y), TexPerspective.Height);
var movementX = TexPerspective.Width;
var movementY = TexPerspective.Height;
if (TexPerspective.X+TexPerspective.Width > sourceRect.X + sourceRect.Width)
float left = pos.X + texPerspective.Width * x;
texPerspective.Width = Math.Min((int)(targetSize.X - texPerspective.Width * x), texPerspective.Width);
texPerspective.Height = Math.Min((int)(targetSize.Y - texPerspective.Height * y), texPerspective.Height);
var movementX = texPerspective.Width;
var movementY = texPerspective.Height;
if (texPerspective.Right > sourceRect.Right)
{
float diff = (TexPerspective.X + TexPerspective.Width) - (sourceRect.X + sourceRect.Width);
TexPerspective.Width -= (int)diff;
spriteBatch.Draw(texture, new Vector2(left+ TexPerspective.Width, top), new Rectangle(sourceRect.X, TexPerspective.Y,(int)diff, TexPerspective.Height), color, rotation, Vector2.Zero, 1.0f, effects, depth);
if (effects.HasFlag(SpriteEffects.FlipHorizontally))
{
int diff = (texPerspective.X + texPerspective.Width) - (sourceRect.Right);
spriteBatch.Draw(texture,
new Vector2(left, top),
new Rectangle(sourceRect.X, texPerspective.Y, diff, texPerspective.Height),
color, rotation, Vector2.Zero, 1.0f, effects, depth);
texPerspective.Width -= diff;
left += diff;
}
else
{
float diff = (texPerspective.X + texPerspective.Width) - (sourceRect.X + sourceRect.Width);
texPerspective.Width -= (int)diff;
spriteBatch.Draw(texture,
new Vector2(left + texPerspective.Width, top),
new Rectangle(sourceRect.X, texPerspective.Y, (int)diff, texPerspective.Height),
color, rotation, Vector2.Zero, 1.0f, effects, depth);
}
}
else if (TexPerspective.Y + TexPerspective.Height > sourceRect.Y + sourceRect.Height)
else if (texPerspective.Bottom > sourceRect.Bottom)
{
float diff = (TexPerspective.Y + TexPerspective.Height) - (sourceRect.Y + sourceRect.Height);
TexPerspective.Height -= (int)diff;
spriteBatch.Draw(texture, new Vector2(left, top+ TexPerspective.Height), new Rectangle(TexPerspective.X, sourceRect.Y, TexPerspective.Width, (int)diff), color, rotation, Vector2.Zero, 1.0f, effects, depth);
int diff = (texPerspective.Bottom) - (sourceRect.Bottom);
texPerspective.Height -= diff;
spriteBatch.Draw(texture,
new Vector2(left, top + texPerspective.Height),
new Rectangle(texPerspective.X, sourceRect.Y, texPerspective.Width, diff),
color, rotation, Vector2.Zero, 1.0f, effects, depth);
}
spriteBatch.Draw(texture, new Vector2(left,top),TexPerspective, color, rotation, Vector2.Zero, 1.0f, effects, depth);
if (TexPerspective.X+ movementX >= sourceRect.X + sourceRect.Width)
TexPerspective.X = sourceRect.X;
if (TexPerspective.Y + movementY >= sourceRect.Y + sourceRect.Height)
TexPerspective.Y = sourceRect.Y;
spriteBatch.Draw(texture, new Vector2(left, top), texPerspective, color, rotation, Vector2.Zero, 1.0f, effects, depth);
if (texPerspective.X + movementX >= sourceRect.Right)
texPerspective.X = sourceRect.X;
if (texPerspective.Y + movementY >= sourceRect.Y + sourceRect.Height)
texPerspective.Y = sourceRect.Y;
}
}
}
public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Color color)
{
//pos.X = (int)pos.X;