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
@@ -16,7 +16,7 @@
linkable="true" linkable="true"
pickdistance ="150"> 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"> <ItemContainer capacity="20" canbeselected="true" hideitems="true">
<Containable name="chem"/> <Containable name="chem"/>
@@ -29,7 +29,7 @@
linkable="true" linkable="true"
pickdistance ="150"> 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"> <ItemContainer capacity="20" canbeselected="true" hideitems="true">
<Containable name="chem"/> <Containable name="chem"/>
@@ -7,7 +7,7 @@
pickdistance="150" pickdistance="150"
description="Serves as a hub for power distribution and relaying signals between devices."> 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"> <fixrequirement name="Electrical repairs">
<skill name="Electrical Engineering" level="40"/> <skill name="Electrical Engineering" level="40"/>
+13 -13
View File
@@ -29,39 +29,39 @@
</smallverticalback2> </smallverticalback2>
<engineeringLabel width="153" height="16"> <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> </engineeringLabel>
<commandLabel width="128" height="16"> <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> </commandLabel>
<airlockLabel width = "99" height ="16"> <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> </airlockLabel>
<cabinsLabel width="83" height="16"> <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> </cabinsLabel>
<medicalLabel width="110" height="16"> <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> </medicalLabel>
<arrowUp width="16" height="16"> <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> </arrowUp>
<arrowDown width="16" height="16"> <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> </arrowDown>
<arrowLeft width="16" height="16"> <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> </arrowLeft>
<arrowRight width="16" height="16"> <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> </arrowRight>
<leftwall description="A vertical wall with collision detection" <leftwall description="A vertical wall with collision detection"
@@ -170,19 +170,19 @@
</PipesBackground> </PipesBackground>
<SlopeForward width="16" height="16" resizehorizontal="true" resizevertical="true"> <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> </SlopeForward>
<SlopeBack width="16" height="16" resizehorizontal="true" resizevertical="true"> <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> </SlopeBack>
<stairsright width="256" height="320" stairdirection="Right"> <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> </stairsright>
<stairsleft width="256" height="320" stairdirection="Left"> <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> </stairsleft>
<bunk width="173" height="129"> <bunk width="173" height="129">
+1 -2
View File
@@ -288,8 +288,7 @@ namespace Barotrauma
spriteFolder = Path.GetDirectoryName(filePath); spriteFolder = Path.GetDirectoryName(filePath);
} }
if (ToolBox.GetAttributeBool(subElement, "canflipx", false)) canSpriteFlipX = ToolBox.GetAttributeBool(subElement, "canflipx", true);
canSpriteFlipX = true;
sprite = new Sprite(subElement, spriteFolder); sprite = new Sprite(subElement, spriteFolder);
size = sprite.size; size = sprite.size;
+62 -10
View File
@@ -63,6 +63,8 @@ namespace Barotrauma
public SpriteEffects SpriteEffects = SpriteEffects.None; public SpriteEffects SpriteEffects = SpriteEffects.None;
private bool flippedX;
public override Sprite Sprite public override Sprite Sprite
{ {
get { return prefab.sprite; } get { return prefab.sprite; }
@@ -260,6 +262,14 @@ namespace Barotrauma
int xsections = 1, ysections = 1; int xsections = 1, ysections = 1;
int width, height; int width, height;
if (!HasBody)
{
sections = new WallSection[1];
sections[0] = new WallSection(rect);
return;
}
if (isHorizontal) if (isHorizontal)
{ {
xsections = (int)Math.Ceiling((float)rect.Width / wallSectionSize); xsections = (int)Math.Ceiling((float)rect.Width / wallSectionSize);
@@ -275,15 +285,33 @@ namespace Barotrauma
height = (int)wallSectionSize; height = (int)wallSectionSize;
} }
for (int x = 0; x < xsections; x++) for (int x = 0; x < xsections; x++)
{ {
for (int y = 0; y < ysections; y++) for (int y = 0; y < ysections; y++)
{ {
Rectangle sectionRect = new Rectangle(rect.X + x * width, rect.Y - y * height, width, height); if (flippedX)
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); 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);
}
} }
} }
} }
@@ -449,16 +477,16 @@ namespace Barotrauma
if (back == prefab.sprite.Depth > 0.5f || editing) if (back == prefab.sprite.Depth > 0.5f || editing)
{ {
foreach (WallSection s in sections) for (int i = 0; i < sections.Length; i++)
{ {
if (damageEffect != null) 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) if (Math.Abs(newCutoff - prevCutoff) > 0.01f)
{ {
damageEffect.Parameters["aCutoff"].SetValue(newCutoff); damageEffect.Parameters["aCutoff"].SetValue(newCutoff);
damageEffect.Parameters["cCutoff"].SetValue(newCutoff*1.2f); damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f);
damageEffect.CurrentTechnique.Passes[0].Apply(); 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)); Point textureOffset = new Point(
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); 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) 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 index = (isHorizontal) ?
(int)Math.Floor((displayPos.X - rect.X) / wallSectionSize) : (int)Math.Floor((displayPos.X - rect.X) / wallSectionSize) :
(int)Math.Floor((rect.Y - displayPos.Y) / wallSectionSize); (int)Math.Floor((rect.Y - displayPos.Y) / wallSectionSize);
@@ -758,6 +808,8 @@ namespace Barotrauma
{ {
base.FlipX(); base.FlipX();
flippedX = !flippedX;
if (prefab.CanSpriteFlipX) if (prefab.CanSpriteFlipX)
{ {
SpriteEffects ^= SpriteEffects.FlipHorizontally; SpriteEffects ^= SpriteEffects.FlipHorizontally;
@@ -771,7 +823,7 @@ namespace Barotrauma
CreateStairBodies(); CreateStairBodies();
} }
//todo: flip sprites & wall sections CreateSections();
} }
public override XElement Save(XElement parentElement) public override XElement Save(XElement parentElement)
+2 -2
View File
@@ -113,8 +113,8 @@ namespace Barotrauma
sp.sprite.effects = SpriteEffects.FlipHorizontally; sp.sprite.effects = SpriteEffects.FlipHorizontally;
if (ToolBox.GetAttributeBool(subElement, "flipvertical", false)) if (ToolBox.GetAttributeBool(subElement, "flipvertical", false))
sp.sprite.effects = SpriteEffects.FlipVertically; sp.sprite.effects = SpriteEffects.FlipVertically;
if (ToolBox.GetAttributeBool(subElement, "canflipx", false))
sp.canSpriteFlipX = true; sp.canSpriteFlipX = ToolBox.GetAttributeBool(subElement, "canflipx", true);
break; break;
case "backgroundsprite": case "backgroundsprite":
+54 -29
View File
@@ -222,6 +222,7 @@ namespace Barotrauma
{ {
DrawTiled(spriteBatch, pos, targetSize, Vector2.Zero, color); DrawTiled(spriteBatch, pos, targetSize, Vector2.Zero, color);
} }
public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Color color, Point offset) 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 //how many times the texture needs to be drawn on the x-axis
@@ -229,49 +230,73 @@ namespace Barotrauma
//how many times the texture needs to be drawn on the y-axis //how many times the texture needs to be drawn on the y-axis
int yTiles = (int)Math.Ceiling((targetSize.Y + startOffset.Y) / sourceRect.Height); int yTiles = (int)Math.Ceiling((targetSize.Y + startOffset.Y) / sourceRect.Height);
Rectangle texPerspective = sourceRect;
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.Location += offset; texPerspective.Width = (int)Math.Min(targetSize.X, sourceRect.Width);
while (TexPerspective.Location.X >= sourceRect.X + sourceRect.Width) texPerspective.Height = (int)Math.Min(targetSize.Y, sourceRect.Height);
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);
for (int y = 0; y < yTiles; y++) for (int y = 0; y < yTiles; y++)
{ {
TexPerspective.Width = (int)Math.Min(targetSize.X, sourceRect.Width); texPerspective.Width = (int)Math.Min(targetSize.X, sourceRect.Width);
TexPerspective.Height = (int)Math.Min(targetSize.Y, sourceRect.Height); texPerspective.Height = (int)Math.Min(targetSize.Y, sourceRect.Height);
float top = pos.Y + TexPerspective.Height * y; float top = pos.Y + texPerspective.Height * y;
for (int x = 0; x < xTiles; x++) for (int x = 0; x < xTiles; x++)
{ {
float left = pos.X + TexPerspective.Width * x; float left = pos.X + texPerspective.Width * x;
TexPerspective.Width = Math.Min((int)(targetSize.X - TexPerspective.Width * x), TexPerspective.Width); texPerspective.Width = Math.Min((int)(targetSize.X - texPerspective.Width * x), texPerspective.Width);
TexPerspective.Height = Math.Min((int)(targetSize.Y - TexPerspective.Height * y), TexPerspective.Height); texPerspective.Height = Math.Min((int)(targetSize.Y - texPerspective.Height * y), texPerspective.Height);
var movementX = TexPerspective.Width;
var movementY = TexPerspective.Height; var movementX = texPerspective.Width;
if (TexPerspective.X+TexPerspective.Width > sourceRect.X + sourceRect.Width) var movementY = texPerspective.Height;
if (texPerspective.Right > sourceRect.Right)
{ {
float diff = (TexPerspective.X + TexPerspective.Width) - (sourceRect.X + sourceRect.Width); if (effects.HasFlag(SpriteEffects.FlipHorizontally))
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); 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); int diff = (texPerspective.Bottom) - (sourceRect.Bottom);
TexPerspective.Height -= (int)diff; texPerspective.Height -= 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); 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); 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.X + movementX >= sourceRect.Right)
if (TexPerspective.Y + movementY >= sourceRect.Y + sourceRect.Height) texPerspective.X = sourceRect.X;
TexPerspective.Y = sourceRect.Y; 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) public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Color color)
{ {
//pos.X = (int)pos.X; //pos.X = (int)pos.X;