Improved map rendering, shops, light bugfix, junction boxes wont break as easily
This commit is contained in:
@@ -22,7 +22,7 @@ namespace Subsurface
|
||||
private int seed;
|
||||
private int size;
|
||||
|
||||
private static Texture2D iceTexture;
|
||||
private static Sprite iceTexture;
|
||||
private static Texture2D iceCraters;
|
||||
private static Texture2D iceCrack;
|
||||
|
||||
@@ -61,7 +61,7 @@ namespace Subsurface
|
||||
|
||||
connections = new List<LocationConnection>();
|
||||
|
||||
if (iceTexture==null) iceTexture = Game1.TextureLoader.FromFile("Content/Map/iceSurface.png");
|
||||
if (iceTexture==null) iceTexture = new Sprite("Content/Map/iceSurface.png", Vector2.Zero);
|
||||
if (iceCraters == null) iceCraters = Game1.TextureLoader.FromFile("Content/Map/iceCraters.png");
|
||||
if (iceCrack == null) iceCrack = Game1.TextureLoader.FromFile("Content/Map/iceCrack.png");
|
||||
|
||||
@@ -244,14 +244,18 @@ namespace Subsurface
|
||||
}
|
||||
|
||||
private Location highlightedLocation;
|
||||
public void Draw(SpriteBatch spriteBatch, Rectangle rect)
|
||||
public void Draw(SpriteBatch spriteBatch, Rectangle rect, float scale = 1.0f)
|
||||
{
|
||||
//GUI.DrawRectangle(spriteBatch, rect, Color.DarkBlue, true);
|
||||
|
||||
spriteBatch.Draw(iceTexture, rect, Color.White);
|
||||
Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);
|
||||
Vector2 offset = -currentLocation.MapPosition;
|
||||
|
||||
Vector2 rectCorner = new Vector2(rect.X, rect.Y);
|
||||
Vector2 scale = new Vector2((float)rect.Width/ size, (float)rect.Height/size);
|
||||
iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), offset, Color.White);
|
||||
|
||||
//spriteBatch.Draw(iceTexture, offset, rect, null, null, 0f, null, Color.White, SpriteEffects.None, 0.0f);
|
||||
|
||||
//Vector2 scale = new Vector2((float)rect.Width/ size, (float)rect.Height/size);
|
||||
|
||||
float maxDist = 20.0f;
|
||||
float closestDist = 0.0f;
|
||||
@@ -259,9 +263,11 @@ namespace Subsurface
|
||||
for (int i = 0; i < locations.Count;i++ )
|
||||
{
|
||||
Location location = locations[i];
|
||||
Vector2 pos = rectCorner + location.MapPosition * scale;
|
||||
Vector2 pos = rectCenter + (location.MapPosition+offset) * scale;
|
||||
|
||||
float dist = Vector2.Distance(PlayerInput.MousePosition, new Vector2(pos.X, pos.Y));
|
||||
if (!rect.Contains(pos)) continue;
|
||||
|
||||
float dist = Vector2.Distance(PlayerInput.MousePosition, pos);
|
||||
if (dist < maxDist && (highlightedLocation == null || dist < closestDist))
|
||||
{
|
||||
closestDist = dist;
|
||||
@@ -272,7 +278,7 @@ namespace Subsurface
|
||||
|
||||
foreach (LocationConnection connection in connections)
|
||||
{
|
||||
Color crackColor = Color.Lerp(Color.LightGreen, Color.DarkRed, connection.Difficulty/100.0f);
|
||||
Color crackColor = Color.White * Math.Max(connection.Difficulty/100.0f, 0.5f);
|
||||
|
||||
if (highlightedLocation != currentLocation &&
|
||||
connection.Locations.Contains(highlightedLocation) && connection.Locations.Contains(currentLocation))
|
||||
@@ -297,32 +303,42 @@ namespace Subsurface
|
||||
|
||||
foreach (Vector2[] segment in connection.CrackSegments)
|
||||
{
|
||||
Vector2 start = segment[0] * scale + rectCorner;
|
||||
Vector2 end = segment[1] * scale + rectCorner;
|
||||
Vector2 start = rectCenter + (segment[0] + offset) * scale;
|
||||
Vector2 end = rectCenter + (segment[1] + offset) * scale;
|
||||
|
||||
if (!rect.Contains(start) || !rect.Contains(end)) continue;
|
||||
|
||||
float dist = Vector2.Distance(start, end);
|
||||
|
||||
//spriteBatch.Draw(iceCrack,
|
||||
// new Rectangle((int)((start.X + end.X) / 2.0f), (int)((start.Y + end.Y) / 2.0f), (int)dist, 30),
|
||||
// new Rectangle(0, 0, iceCrack.Width, 60), crackColor, MathUtils.VectorToAngle(start - end),
|
||||
// new Vector2(dist / 2, 30), SpriteEffects.None, 0.01f);
|
||||
GUI.DrawLine(spriteBatch,
|
||||
segment[0] * scale + rectCorner,
|
||||
segment[1] * scale + rectCorner, crackColor);
|
||||
spriteBatch.Draw(iceCrack,
|
||||
new Rectangle((int)start.X, (int)start.Y, (int)dist+2, 30),
|
||||
new Rectangle(0, 0, iceCrack.Width, 60), crackColor, MathUtils.VectorToAngle(end -start),
|
||||
new Vector2(0, 30), SpriteEffects.None, 0.01f);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < locations.Count; i++)
|
||||
{
|
||||
Location location = locations[i];
|
||||
Vector2 pos = rectCorner + location.MapPosition * scale;
|
||||
Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
|
||||
|
||||
if (!rect.Contains(pos)) continue;
|
||||
|
||||
int imgIndex = i % 16;
|
||||
int xCell = imgIndex % 4;
|
||||
int yCell = (int)Math.Floor(imgIndex / 4.0f);
|
||||
spriteBatch.Draw(iceCraters, pos,
|
||||
new Rectangle(xCell * 64, yCell * 64, 64, 64),
|
||||
Color.White, i,
|
||||
new Vector2(32, 32), 0.5f*scale, SpriteEffects.None, 0.0f);
|
||||
Color color = location.Connections.Find(c => c.Locations.Contains(currentLocation))==null ? Color.White : Color.Green;
|
||||
|
||||
color *= (location.Discovered) ? 0.8f : 0.4f;
|
||||
|
||||
if (location == currentLocation) color = Color.Orange;
|
||||
|
||||
location.Type.Sprite.Draw(spriteBatch, pos, color);
|
||||
|
||||
//int imgIndex = i % 16;
|
||||
//int xCell = imgIndex % 4;
|
||||
//int yCell = (int)Math.Floor(imgIndex / 4.0f);
|
||||
//spriteBatch.Draw(iceCraters, pos,
|
||||
// new Rectangle(xCell * 64, yCell * 64, 64, 64),
|
||||
// Color.White, i,
|
||||
// new Vector2(32, 32), 0.5f*scale, SpriteEffects.None, 0.0f);
|
||||
|
||||
}
|
||||
|
||||
@@ -333,14 +349,13 @@ namespace Subsurface
|
||||
|
||||
if (location == null) continue;
|
||||
|
||||
Vector2 pos = rectCorner + location.MapPosition * scale;
|
||||
Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
|
||||
pos.X = (int)pos.X;
|
||||
pos.Y = (int)pos.Y;
|
||||
if (highlightedLocation==location)
|
||||
if (highlightedLocation == location)
|
||||
{
|
||||
spriteBatch.DrawString(GUI.Font, location.Name, pos + new Vector2(-50, -20), Color.DarkRed);
|
||||
spriteBatch.DrawString(GUI.Font, location.Name, pos + new Vector2(0, 50), Color.DarkRed, 0.0f, GUI.Font.MeasureString(location.Name)/2.0f, 1.0f, SpriteEffects.None, 0.0f);
|
||||
}
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 4, (int)pos.Y - 4, 5 + 8, 5 + 8), Color.DarkRed, false);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user