diff --git a/Subsurface/Content/Characters/Coelanth/coelanth.xml b/Subsurface/Content/Characters/Coelanth/coelanth.xml
index 1f9407652..66786ce8e 100644
--- a/Subsurface/Content/Characters/Coelanth/coelanth.xml
+++ b/Subsurface/Content/Characters/Coelanth/coelanth.xml
@@ -15,7 +15,7 @@
-
+
diff --git a/Subsurface/Source/Characters/AI/AITarget.cs b/Subsurface/Source/Characters/AI/AITarget.cs
index b4f0f3af6..868468704 100644
--- a/Subsurface/Source/Characters/AI/AITarget.cs
+++ b/Subsurface/Source/Characters/AI/AITarget.cs
@@ -27,6 +27,11 @@ namespace Barotrauma
set { sightRange = value; }
}
+ public Vector2 WorldPosition
+ {
+ get { return Entity.WorldPosition; }
+ }
+
public Vector2 SimPosition
{
get { return Entity.SimPosition; }
diff --git a/Subsurface/Source/Characters/AI/EnemyAIController.cs b/Subsurface/Source/Characters/AI/EnemyAIController.cs
index 3c6d2c4b4..1c1b00e1a 100644
--- a/Subsurface/Source/Characters/AI/EnemyAIController.cs
+++ b/Subsurface/Source/Characters/AI/EnemyAIController.cs
@@ -167,12 +167,17 @@ namespace Barotrauma
selectedTargetMemory.Priority -= deltaTime;
- Vector2 attackPosition = selectedAiTarget.SimPosition;
- if (wallAttackPos != Vector2.Zero) attackPosition = wallAttackPos;
+ Vector2 attackSimPosition = Character.Submarine==null ? ConvertUnits.ToSimUnits(selectedAiTarget.WorldPosition) : selectedAiTarget.SimPosition;
+ if (wallAttackPos != Vector2.Zero)
+ {
+ attackSimPosition = wallAttackPos;
+
+ if (selectedAiTarget.Entity != null && Character.Submarine==null && selectedAiTarget.Entity.Submarine != null) attackSimPosition += ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
+ }
if (coolDownTimer>0.0f)
{
- UpdateCoolDown(attackPosition, deltaTime);
+ UpdateCoolDown(attackSimPosition, deltaTime);
return;
}
@@ -187,7 +192,7 @@ namespace Barotrauma
raycastTimer = RaycastInterval;
}
- steeringManager.SteeringSeek(attackPosition);
+ steeringManager.SteeringSeek(attackSimPosition);
//check if any of the limbs is close enough to attack the target
if (attackingLimb == null)
@@ -195,7 +200,7 @@ namespace Barotrauma
foreach (Limb limb in Character.AnimController.Limbs)
{
if (limb.attack==null || limb.attack.Type == AttackType.None) continue;
- if (Vector2.Distance(limb.SimPosition, attackPosition) > limb.attack.Range) continue;
+ if (ConvertUnits.ToDisplayUnits(Vector2.Distance(limb.SimPosition, attackSimPosition)) > limb.attack.Range) continue;
attackingLimb = limb;
break;
@@ -203,7 +208,7 @@ namespace Barotrauma
return;
}
- UpdateLimbAttack(deltaTime, attackingLimb, attackPosition);
+ UpdateLimbAttack(deltaTime, attackingLimb, attackSimPosition);
}
@@ -230,9 +235,19 @@ namespace Barotrauma
private void GetTargetEntity()
{
targetEntity = null;
+
+
+
+
//check if there's a wall between the target and the Character
- Vector2 rayStart = Character.AnimController.Limbs[0].SimPosition;
+ Vector2 rayStart = Character.SimPosition;
Vector2 rayEnd = selectedAiTarget.SimPosition;
+
+ if (selectedAiTarget.Entity.Submarine!=null && Character.Submarine==null)
+ {
+ rayStart -= ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
+ }
+
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
if (Submarine.LastPickedFraction == 1.0f || closestBody == null)
@@ -245,6 +260,8 @@ namespace Barotrauma
if (wall == null)
{
wallAttackPos = Submarine.LastPickedPosition;
+ if (selectedAiTarget.Entity.Submarine!=null) wallAttackPos -= ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
+
}
else
{
@@ -261,6 +278,7 @@ namespace Barotrauma
if (wall.SectionDamage(i) > sectionDamage) sectionIndex = i;
}
wallAttackPos = wall.SectionPosition(sectionIndex);
+ //if (wall.Submarine != null) wallAttackPos += wall.Submarine.Position;
wallAttackPos = ConvertUnits.ToSimUnits(wallAttackPos);
}
@@ -288,15 +306,8 @@ namespace Barotrauma
float dir = (limb.attack.Type == AttackType.PinchCW) ? 1.0f : -1.0f;
- if (wallAttackPos != Vector2.Zero && targetEntity != null)
- {
- damageTarget = targetEntity as IDamageable;
- }
- else
- {
- damageTarget = selectedAiTarget.Entity as IDamageable;
- }
-
+ damageTarget = (wallAttackPos != Vector2.Zero && targetEntity != null) ? targetEntity : selectedAiTarget.Entity as IDamageable;
+
attackTimer += deltaTime*0.05f;
if (damageTarget == null)
@@ -305,12 +316,12 @@ namespace Barotrauma
break;
}
- float dist = Vector2.Distance(limb.SimPosition, damageTarget.SimPosition);
+ float dist = ConvertUnits.ToDisplayUnits(Vector2.Distance(limb.SimPosition, attackPosition));
if (dist < limb.attack.Range * 0.5f)
{
attackTimer += deltaTime;
limb.body.ApplyTorque(limb.Mass * 50.0f * Character.AnimController.Dir * dir);
-
+
limb.attack.DoDamage(Character, damageTarget, limb.SimPosition, deltaTime, (limb.soundTimer <= 0.0f));
limb.soundTimer = Limb.SoundInterval;
@@ -392,9 +403,8 @@ namespace Barotrauma
}
dist = Vector2.Distance(
- character.AnimController.Limbs[0].SimPosition,
- target.SimPosition);
- dist = ConvertUnits.ToDisplayUnits(dist);
+ character.WorldPosition,
+ target.WorldPosition);
AITargetMemory targetMemory = FindTargetMemory(target);
@@ -406,6 +416,11 @@ namespace Barotrauma
Vector2 rayStart = character.AnimController.Limbs[0].SimPosition;
Vector2 rayEnd = target.SimPosition;
+ if (target.Entity.Submarine != null && character.Submarine==null)
+ {
+ rayStart -= ConvertUnits.ToSimUnits(target.Entity.Submarine.Position);
+ }
+
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
Structure closestStructure = (closestBody == null) ? null : closestBody.UserData as Structure;
@@ -490,12 +505,12 @@ namespace Barotrauma
{
if (Character.IsDead) return;
- Vector2 pos = Character.Position;
+ Vector2 pos = Character.WorldPosition;
pos.Y = -pos.Y;
if (selectedAiTarget!=null)
{
- GUI.DrawLine(spriteBatch, pos, ConvertUnits.ToDisplayUnits(new Vector2(selectedAiTarget.SimPosition.X, -selectedAiTarget.SimPosition.Y)), Color.Red);
+ GUI.DrawLine(spriteBatch, pos, new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
if (wallAttackPos!=Vector2.Zero)
{
diff --git a/Subsurface/Source/Characters/AI/HumanAIController.cs b/Subsurface/Source/Characters/AI/HumanAIController.cs
index 6ab49fa46..8a8b5c8af 100644
--- a/Subsurface/Source/Characters/AI/HumanAIController.cs
+++ b/Subsurface/Source/Characters/AI/HumanAIController.cs
@@ -87,7 +87,9 @@ namespace Barotrauma
{
if (selectedAiTarget != null)
{
- GUI.DrawLine(spriteBatch, new Vector2(Character.Position.X, -Character.Position.Y), ConvertUnits.ToDisplayUnits(new Vector2(selectedAiTarget.SimPosition.X, -selectedAiTarget.SimPosition.Y)), Color.Red);
+ GUI.DrawLine(spriteBatch,
+ new Vector2(Character.WorldPosition.X, -Character.WorldPosition.Y),
+ new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
}
IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
diff --git a/Subsurface/Source/Characters/AI/Objectives/AIObjectiveIdle.cs b/Subsurface/Source/Characters/AI/Objectives/AIObjectiveIdle.cs
index 9bd5f267f..0017385fe 100644
--- a/Subsurface/Source/Characters/AI/Objectives/AIObjectiveIdle.cs
+++ b/Subsurface/Source/Characters/AI/Objectives/AIObjectiveIdle.cs
@@ -89,8 +89,8 @@ namespace Barotrauma
foreach (WayPoint wp in WayPoint.WayPointList)
{
- if (wp.SpawnType != SpawnType.Human) continue;
-
+ if (wp.SpawnType != SpawnType.Human || wp.CurrentHull==null) continue;
+
foreach (string tag in wp.IdCardTags)
{
if (idCard.HasTag(tag)) return wp.CurrentHull.AiTarget;
diff --git a/Subsurface/Source/Characters/Animation/Ragdoll.cs b/Subsurface/Source/Characters/Animation/Ragdoll.cs
index b92ce3d2a..0f5432c86 100644
--- a/Subsurface/Source/Characters/Animation/Ragdoll.cs
+++ b/Subsurface/Source/Characters/Animation/Ragdoll.cs
@@ -536,11 +536,11 @@ namespace Barotrauma
}
}
- public void FindHull(bool setSubmarine = true)
+ public void FindHull(Vector2? worldPosition = null, bool setSubmarine = true)
{
- Hull newHull = Hull.FindHull(
- ConvertUnits.ToDisplayUnits(refLimb.SimPosition),
- currentHull);
+ Vector2 findPos = worldPosition==null ? refLimb.WorldPosition : (Vector2)worldPosition;
+
+ Hull newHull = Hull.FindHull(findPos, currentHull);
if (newHull == currentHull) return;
@@ -619,11 +619,9 @@ namespace Barotrauma
foreach (Limb limb in Limbs)
{
- Vector2 limbPosition = ConvertUnits.ToDisplayUnits(limb.SimPosition);
-
//find the room which the limb is in
//the room where the ragdoll is in is used as the "guess", meaning that it's checked first
- Hull limbHull = Hull.FindHull(limbPosition, currentHull);
+ Hull limbHull = Hull.FindHull(limb.WorldPosition, currentHull);
bool prevInWater = limb.inWater;
limb.inWater = false;
@@ -633,9 +631,9 @@ namespace Barotrauma
//limb isn't in any room -> it's in the water
limb.inWater = true;
}
- else if (limbHull.Volume > 0.0f && Submarine.RectContains(limbHull.Rect, limbPosition))
- {
- if (limbPosition.Y < limbHull.Surface)
+ else if (limbHull.Volume > 0.0f && Submarine.RectContains(limbHull.Rect, limb.Position))
+ {
+ if (limb.Position.Y < limbHull.Surface)
{
limb.inWater = true;
@@ -659,12 +657,12 @@ namespace Barotrauma
//create a splash particle
GameMain.ParticleManager.CreateParticle("watersplash",
- new Vector2(limb.Position.X, limbHull.Surface),
+ new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 10.0f)),
0.0f, limbHull);
-
+
GameMain.ParticleManager.CreateParticle("bubbles",
- new Vector2(limb.Position.X, limbHull.Surface),
+ new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
limb.LinearVelocity*0.001f,
0.0f, limbHull);
@@ -678,7 +676,7 @@ namespace Barotrauma
float parallel = (float)Math.Abs(Math.Sin(limb.Rotation));
Vector2 impulse = Vector2.Multiply(limb.LinearVelocity, -parallel * limb.Mass);
//limb.body.ApplyLinearImpulse(impulse);
- int n = (int)((limbPosition.X - limbHull.Rect.X) / Hull.WaveWidth);
+ int n = (int)((limb.Position.X - limbHull.Rect.X) / Hull.WaveWidth);
limbHull.WaveVel[n] = Math.Min(impulse.Y * 1.0f, 5.0f);
StrongestImpact = ((impulse.Length() * 0.5f) - limb.impactTolerance);
}
diff --git a/Subsurface/Source/Characters/Attack.cs b/Subsurface/Source/Characters/Attack.cs
index fd7f06ce2..bd59c5923 100644
--- a/Subsurface/Source/Characters/Attack.cs
+++ b/Subsurface/Source/Characters/Attack.cs
@@ -109,7 +109,7 @@ namespace Barotrauma
sound = Sound.Load(soundPath);
}
- Range = FarseerPhysics.ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "range", 0.0f));
+ Range = ToolBox.GetAttributeFloat(element, "range", 0.0f);
Duration = ToolBox.GetAttributeFloat(element, "duration", 0.0f);
diff --git a/Subsurface/Source/Characters/BackgroundSprite/BackgroundSprite.cs b/Subsurface/Source/Characters/BackgroundSprite/BackgroundSprite.cs
index dead2e808..49a5be9c9 100644
--- a/Subsurface/Source/Characters/BackgroundSprite/BackgroundSprite.cs
+++ b/Subsurface/Source/Characters/BackgroundSprite/BackgroundSprite.cs
@@ -153,15 +153,15 @@ namespace Barotrauma
if (velocity.X < 0.0f) rotation -= MathHelper.Pi;
}
- if (Level.Loaded != null) drawPosition = position;// +Level.Loaded.Position;
+ drawPosition = position;// +Level.Loaded.Position;
if (depth > 0.0f)
{
Vector2 camOffset = drawPosition - GameMain.GameScreen.Cam.WorldViewCenter;
- drawPosition = drawPosition - camOffset * (depth / MaxDepth) * 0.05f;
+ drawPosition -= camOffset * (depth / MaxDepth) * 0.05f;
}
-
+
prefab.Sprite.Draw(spriteBatch, new Vector2(drawPosition.X, -drawPosition.Y), Color.Lerp(Color.White, Color.DarkBlue, (depth/MaxDepth)*0.3f),
rotation, 1.0f - (depth / MaxDepth) * 0.2f, velocity.X > 0.0f ? SpriteEffects.None : SpriteEffects.FlipHorizontally, (depth / MaxDepth));
}
diff --git a/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs b/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs
index 410b119c2..b08753e8c 100644
--- a/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs
+++ b/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs
@@ -47,9 +47,10 @@ namespace Barotrauma
if (position == null)
{
- if (WayPoint.WayPointList.Count>0)
+ var wayPoints = WayPoint.WayPointList.FindAll(wp => wp.Submarine==null);
+ if (wayPoints.Any())
{
- WayPoint wp = WayPoint.WayPointList[Rand.Int(WayPoint.WayPointList.Count)];
+ WayPoint wp = wayPoints[Rand.Int(wayPoints.Count)];
pos = new Vector2(wp.Rect.X, wp.Rect.Y);
pos += Rand.Vector(200.0f);
diff --git a/Subsurface/Source/Characters/Character.cs b/Subsurface/Source/Characters/Character.cs
index 7744f2b37..e2cf4a5b7 100644
--- a/Subsurface/Source/Characters/Character.cs
+++ b/Subsurface/Source/Characters/Character.cs
@@ -138,6 +138,11 @@ namespace Barotrauma
}
}
+ public Vector2 CursorWorldPosition
+ {
+ get { return Submarine == null ? cursorPosition : cursorPosition + Submarine.Position; }
+ }
+
public Character ClosestCharacter
{
get { return closestCharacter; }
@@ -295,7 +300,7 @@ namespace Barotrauma
public static Character Create(CharacterInfo characterInfo, WayPoint spawnPoint, bool isNetworkPlayer = false)
{
- return Create(characterInfo.File, spawnPoint.SimPosition, characterInfo, isNetworkPlayer);
+ return Create(characterInfo.File, spawnPoint.WorldPosition, characterInfo, isNetworkPlayer);
}
@@ -393,7 +398,7 @@ namespace Barotrauma
foreach (Limb limb in AnimController.Limbs)
{
- limb.body.SetTransform(position+limb.SimPosition, 0.0f);
+ limb.body.SetTransform(ConvertUnits.ToSimUnits(position)+limb.SimPosition, 0.0f);
//limb.prevPosition = ConvertUnits.ToDisplayUnits(position);
}
@@ -443,7 +448,8 @@ namespace Barotrauma
}
}
- AnimController.FindHull(false);
+ AnimController.FindHull(null, false);
+ if (AnimController.CurrentHull != null) Submarine = AnimController.CurrentHull.Submarine;
CharacterList.Add(this);
@@ -735,7 +741,7 @@ namespace Barotrauma
{
Limb head = AnimController.GetLimb(LimbType.Head);
- Lights.LightManager.ViewPos = ConvertUnits.ToDisplayUnits(WorldPosition);
+ Lights.LightManager.ViewPos = WorldPosition;
if (!DisableControls)
{
@@ -1004,7 +1010,7 @@ namespace Barotrauma
AnimController.DebugDraw(spriteBatch);
}
- Vector2 healthBarPos = new Vector2(Position.X - 50, -Position.Y - 100.0f);
+ Vector2 healthBarPos = new Vector2(WorldPosition.X - 50, -WorldPosition.Y - 100.0f);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)healthBarPos.X - 2, (int)healthBarPos.Y - 2, 100 + 4, 15 + 4), Color.Black, false);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)healthBarPos.X, (int)healthBarPos.Y, (int)(100.0f * (health / maxHealth)), 15), Color.Red, true);
}
@@ -1102,12 +1108,12 @@ namespace Barotrauma
for (int i = 0; i < 10; i++)
{
Particle p = GameMain.ParticleManager.CreateParticle("waterblood",
- centerOfMass + Rand.Vector(50.0f),
+ ConvertUnits.ToDisplayUnits(centerOfMass) + Rand.Vector(50.0f),
Vector2.Zero);
if (p!=null) p.Size *= 2.0f;
GameMain.ParticleManager.CreateParticle("bubbles",
- centerOfMass + Rand.Vector(50.0f),
+ ConvertUnits.ToDisplayUnits(centerOfMass) + Rand.Vector(50.0f),
new Vector2(Rand.Range(-50f, 50f), Rand.Range(-100f,50f)));
}
diff --git a/Subsurface/Source/Characters/Limb.cs b/Subsurface/Source/Characters/Limb.cs
index f3e20b861..15ae58311 100644
--- a/Subsurface/Source/Characters/Limb.cs
+++ b/Subsurface/Source/Characters/Limb.cs
@@ -79,6 +79,11 @@ namespace Barotrauma
get { return doesFlip; }
}
+ public Vector2 WorldPosition
+ {
+ get { return character.Submarine == null ? Position : Position + character.Submarine.Position; }
+ }
+
public Vector2 Position
{
get { return ConvertUnits.ToDisplayUnits(body.SimPosition); }
@@ -352,13 +357,13 @@ namespace Barotrauma
if (particleVel != Vector2.Zero) particleVel = Vector2.Normalize(particleVel);
GameMain.ParticleManager.CreateParticle("blood",
- Position,
+ WorldPosition,
particleVel * Rand.Range(100.0f, 300.0f), 0.0f, character.AnimController.CurrentHull);
}
for (int i = 0; i < bloodAmount / 2; i++)
{
- GameMain.ParticleManager.CreateParticle("waterblood", Position, Vector2.Zero, 0.0f, character.AnimController.CurrentHull);
+ GameMain.ParticleManager.CreateParticle("waterblood", WorldPosition, Vector2.Zero, 0.0f, character.AnimController.CurrentHull);
}
damage += Math.Max(amount,bleedingAmount) / character.MaxHealth * 100.0f;
diff --git a/Subsurface/Source/Characters/StatusEffect.cs b/Subsurface/Source/Characters/StatusEffect.cs
index da6786d54..a8826ac87 100644
--- a/Subsurface/Source/Characters/StatusEffect.cs
+++ b/Subsurface/Source/Characters/StatusEffect.cs
@@ -212,7 +212,7 @@ namespace Barotrauma
protected virtual void Apply(float deltaTime, Entity entity, List targets)
{
- if (explosion != null) explosion.Explode(entity.SimPosition);
+ if (explosion != null) explosion.Explode(entity.WorldPosition);
if (Fire) new FireSource(ConvertUnits.ToDisplayUnits(entity.SimPosition));
if (sound != null) sound.Play(1.0f, 1000.0f, ConvertUnits.ToDisplayUnits(entity.SimPosition));
diff --git a/Subsurface/Source/DebugConsole.cs b/Subsurface/Source/DebugConsole.cs
index 54e6a579d..b0d7d1ec3 100644
--- a/Subsurface/Source/DebugConsole.cs
+++ b/Subsurface/Source/DebugConsole.cs
@@ -225,7 +225,7 @@ namespace Barotrauma
if (commands[1].ToLower()=="human")
{
WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human);
- Character.Controlled = Character.Create(Character.HumanConfigFile, (spawnPoint == null) ? Vector2.Zero : spawnPoint.SimPosition);
+ Character.Controlled = Character.Create(Character.HumanConfigFile, (spawnPoint == null) ? Vector2.Zero : spawnPoint.WorldPosition);
if (GameMain.GameSession != null)
{
SinglePlayerMode mode = GameMain.GameSession.gameMode as SinglePlayerMode;
@@ -237,7 +237,7 @@ namespace Barotrauma
else
{
WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Enemy);
- Character.Create("Content/Characters/" + commands[1] + "/" + commands[1] + ".xml", (spawnPoint == null) ? Vector2.Zero : spawnPoint.SimPosition);
+ Character.Create("Content/Characters/" + commands[1] + "/" + commands[1] + ".xml", (spawnPoint == null) ? Vector2.Zero : spawnPoint.WorldPosition);
}
break;
diff --git a/Subsurface/Source/GameSession/CargoManager.cs b/Subsurface/Source/GameSession/CargoManager.cs
index 8d0226448..0f6dea546 100644
--- a/Subsurface/Source/GameSession/CargoManager.cs
+++ b/Subsurface/Source/GameSession/CargoManager.cs
@@ -30,7 +30,7 @@ namespace Barotrauma
return;
}
- Hull cargoRoom = Hull.FindHull(wp.Position);
+ Hull cargoRoom = Hull.FindHull(wp.WorldPosition);
if (cargoRoom == null)
{
diff --git a/Subsurface/Source/GameSession/GameModes/TutorialMode.cs b/Subsurface/Source/GameSession/GameModes/TutorialMode.cs
index b9854f2ff..2c64e0bfe 100644
--- a/Subsurface/Source/GameSession/GameModes/TutorialMode.cs
+++ b/Subsurface/Source/GameSession/GameModes/TutorialMode.cs
@@ -343,7 +343,7 @@ namespace Barotrauma
bool broken = false;
do
{
- Submarine.Loaded.Speed = Vector2.Zero;
+ Submarine.Loaded.Velocity = Vector2.Zero;
moloch.AIController.SelectTarget(steering.Item.CurrentHull.AiTarget);
Vector2 steeringDir = windows[0].Position - moloch.Position;
diff --git a/Subsurface/Source/Items/Components/Door.cs b/Subsurface/Source/Items/Components/Door.cs
index 6933fb1cc..fb23a0644 100644
--- a/Subsurface/Source/Items/Components/Door.cs
+++ b/Subsurface/Source/Items/Components/Door.cs
@@ -318,7 +318,7 @@ namespace Barotrauma.Items.Components
}
Vector2 pos = new Vector2(item.Rect.Center.X, item.Rect.Y);
- if (item.Submarine != null) pos += item.Submarine.Position;
+ if (item.Submarine != null) pos += item.Submarine.DrawPosition;
pos.Y = -pos.Y;
spriteBatch.Draw(doorSprite.Texture, pos,
diff --git a/Subsurface/Source/Items/Components/Holdable/RepairTool.cs b/Subsurface/Source/Items/Components/Holdable/RepairTool.cs
index cdcbaac48..47a36bb99 100644
--- a/Subsurface/Source/Items/Components/Holdable/RepairTool.cs
+++ b/Subsurface/Source/Items/Components/Holdable/RepairTool.cs
@@ -24,8 +24,8 @@ namespace Barotrauma.Items.Components
[HasDefaultValue(0.0f, false)]
public float Range
{
- get { return ConvertUnits.ToDisplayUnits(range); }
- set { range = ConvertUnits.ToSimUnits(value); }
+ get { return range; }
+ set { range = value; }
}
[HasDefaultValue(0.0f, false)]
@@ -61,8 +61,8 @@ namespace Barotrauma.Items.Components
[HasDefaultValue("0.0,0.0", false)]
public string BarrelPos
{
- get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(barrelPos)); }
- set { barrelPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
+ get { return ToolBox.Vector2ToString(barrelPos); }
+ set { barrelPos = ToolBox.ParseToVector2(value); }
}
public Vector2 TransformedBarrelPos
@@ -72,7 +72,7 @@ namespace Barotrauma.Items.Components
Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
Vector2 flippedPos = barrelPos;
if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
- return (Vector2.Transform(flippedPos, bodyTransform) + item.body.SimPosition);
+ return (Vector2.Transform(flippedPos, bodyTransform));
}
}
@@ -115,7 +115,6 @@ namespace Barotrauma.Items.Components
IsActive = true;
- Vector2 targetPosition = item.body.SimPosition;
//targetPosition = targetPosition.X, -targetPosition.Y);
float degreeOfSuccess = DegreeOfSuccess(character)/100.0f;
@@ -126,6 +125,7 @@ namespace Barotrauma.Items.Components
return false;
}
+ Vector2 targetPosition = item.WorldPosition;
targetPosition += new Vector2(
(float)Math.Cos(item.body.Rotation),
(float)Math.Sin(item.body.Rotation)) * range * item.body.Dir;
@@ -137,14 +137,18 @@ namespace Barotrauma.Items.Components
ignoredBodies.Add(limb.body.FarseerBody);
}
+ Vector2 rayStart = item.WorldPosition + TransformedBarrelPos;
+ Vector2 rayEnd = targetPosition;
+ Body targetBody = Submarine.PickBody(
+ ConvertUnits.ToSimUnits(rayStart - Submarine.Loaded.Position),
+ ConvertUnits.ToSimUnits(rayEnd - Submarine.Loaded.Position), ignoredBodies);
- Body targetBody = Submarine.PickBody(TransformedBarrelPos, targetPosition, ignoredBodies);
pickedPosition = Submarine.LastPickedPosition;
if (ExtinquishAmount > 0.0f)
{
- Vector2 displayPos = ConvertUnits.ToDisplayUnits(TransformedBarrelPos + (targetPosition-TransformedBarrelPos)*Submarine.LastPickedFraction*0.9f);
+ Vector2 displayPos = rayStart + (rayEnd-rayStart)*Submarine.LastPickedFraction*0.9f;
Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
if (hull != null) hull.Extinquish(deltaTime, ExtinquishAmount, displayPos);
}
@@ -224,7 +228,7 @@ namespace Barotrauma.Items.Components
if (!string.IsNullOrWhiteSpace(particles))
{
- GameMain.ParticleManager.CreateParticle(particles, ConvertUnits.ToDisplayUnits(TransformedBarrelPos),
+ GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition+TransformedBarrelPos,
-item.body.Rotation + ((item.body.Dir>0.0f) ? 0.0f : MathHelper.Pi), ParticleSpeed);
}
diff --git a/Subsurface/Source/Items/Components/Machines/Engine.cs b/Subsurface/Source/Items/Components/Machines/Engine.cs
index d86d955fc..238d92a38 100644
--- a/Subsurface/Source/Items/Components/Machines/Engine.cs
+++ b/Subsurface/Source/Items/Components/Machines/Engine.cs
@@ -74,7 +74,7 @@ namespace Barotrauma.Items.Components
for (int i = 0; i < 5; i++)
{
- GameMain.ParticleManager.CreateParticle("bubbles", item.Position,
+ GameMain.ParticleManager.CreateParticle("bubbles", item.WorldPosition,
-currForce / 5.0f + new Vector2(Rand.Range(-100.0f, 100.0f), Rand.Range(-50f, 50f)),
0.0f, item.CurrentHull);
}
diff --git a/Subsurface/Source/Items/Components/Machines/Pump.cs b/Subsurface/Source/Items/Components/Machines/Pump.cs
index bce4c90ae..d58a9c465 100644
--- a/Subsurface/Source/Items/Components/Machines/Pump.cs
+++ b/Subsurface/Source/Items/Components/Machines/Pump.cs
@@ -103,7 +103,7 @@ namespace Barotrauma.Items.Components
private void GetHull()
{
- hull1 = Hull.FindHull(item.Position, item.CurrentHull);
+ hull1 = Hull.FindHull(item.WorldPosition, item.CurrentHull);
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
diff --git a/Subsurface/Source/Items/Components/Machines/Reactor.cs b/Subsurface/Source/Items/Components/Machines/Reactor.cs
index 1f3ee98fa..78355ed1e 100644
--- a/Subsurface/Source/Items/Components/Machines/Reactor.cs
+++ b/Subsurface/Source/Items/Components/Machines/Reactor.cs
@@ -163,7 +163,7 @@ namespace Barotrauma.Items.Components
Vector2 baseVel = Rand.Vector(300.0f);
for (int i = 0; i < 10; i++)
{
- var particle = GameMain.ParticleManager.CreateParticle("spark", item.Position,
+ var particle = GameMain.ParticleManager.CreateParticle("spark", item.WorldPosition,
baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull);
if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
diff --git a/Subsurface/Source/Items/Components/Machines/Steering.cs b/Subsurface/Source/Items/Components/Machines/Steering.cs
index d938a96b9..fff87c0d5 100644
--- a/Subsurface/Source/Items/Components/Machines/Steering.cs
+++ b/Subsurface/Source/Items/Components/Machines/Steering.cs
@@ -193,7 +193,7 @@ namespace Barotrauma.Items.Components
{
float prediction = 5.0f;
- Vector2 futurePosition = Submarine.Loaded.Speed * prediction;
+ Vector2 futurePosition = ConvertUnits.ToDisplayUnits(Submarine.Loaded.Velocity) * prediction;
Vector2 targetSpeed = ((steeringPath.CurrentNode.Position - Submarine.Loaded.Position) - futurePosition);
targetSpeed = Vector2.Normalize(targetSpeed);
diff --git a/Subsurface/Source/Items/Components/Power/PowerTransfer.cs b/Subsurface/Source/Items/Components/Power/PowerTransfer.cs
index 62c650871..c777e3a0f 100644
--- a/Subsurface/Source/Items/Components/Power/PowerTransfer.cs
+++ b/Subsurface/Source/Items/Components/Power/PowerTransfer.cs
@@ -67,7 +67,7 @@ namespace Barotrauma.Items.Components
Vector2 baseVel = Rand.Vector(300.0f);
for (int i = 0; i < 10; i++)
{
- var particle = GameMain.ParticleManager.CreateParticle("spark", pt.item.Position,
+ var particle = GameMain.ParticleManager.CreateParticle("spark", pt.item.WorldPosition,
baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull);
if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
diff --git a/Subsurface/Source/Items/Components/Signal/OxygenDetector.cs b/Subsurface/Source/Items/Components/Signal/OxygenDetector.cs
index 918d64241..1a06ccf46 100644
--- a/Subsurface/Source/Items/Components/Signal/OxygenDetector.cs
+++ b/Subsurface/Source/Items/Components/Signal/OxygenDetector.cs
@@ -4,31 +4,17 @@ namespace Barotrauma.Items.Components
{
class OxygenDetector : ItemComponent
{
- private Hull hull;
-
public OxygenDetector(Item item, XElement element)
: base (item, element)
{
- hull = Hull.FindHull(item.Position);
-
IsActive = true;
}
- public override void OnMapLoaded()
- {
- hull = Hull.FindHull(item.Position);
- }
-
- public override void Move(Microsoft.Xna.Framework.Vector2 amount)
- {
- hull = Hull.FindHull(item.Position);
- }
-
public override void Update(float deltaTime, Camera cam)
{
- if (hull == null) return;
-
- item.SendSignal(((int)hull.OxygenPercentage).ToString(), "signal_out");
+ if (item.CurrentHull == null) return;
+
+ item.SendSignal(((int)item.CurrentHull.OxygenPercentage).ToString(), "signal_out");
}
diff --git a/Subsurface/Source/Items/Components/Signal/Wire.cs b/Subsurface/Source/Items/Components/Signal/Wire.cs
index 771b2e4ee..a338b94f1 100644
--- a/Subsurface/Source/Items/Components/Signal/Wire.cs
+++ b/Subsurface/Source/Items/Components/Signal/Wire.cs
@@ -41,11 +41,10 @@ namespace Barotrauma.Items.Components
public override void Move(Vector2 amount)
{
- //amount = FarseerPhysics.ConvertUnits.ToDisplayUnits(amount);
- //for (int i = 0; i 0.0f)
{
- RangedStructureDamage(displayPosition, displayRange, attack.GetStructureDamage(1.0f));
+ RangedStructureDamage(worldPosition, displayRange, attack.GetStructureDamage(1.0f));
}
if (force == 0.0f && attack.Stun == 0.0f && attack.GetDamage(1.0f) == 0.0f) return;
foreach (Character c in Character.CharacterList)
{
- float dist = Vector2.Distance(c.SimPosition, simPosition);
+ float dist = Vector2.Distance(c.WorldPosition, worldPosition);
if (dist > attack.Range) continue;
@@ -91,14 +83,14 @@ namespace Barotrauma
foreach (Limb limb in c.AnimController.Limbs)
{
- if (limb.SimPosition == simPosition) continue;
- distFactor = 1.0f - Vector2.Distance(limb.SimPosition, simPosition)/attack.Range;
+ if (limb.WorldPosition == worldPosition) continue;
+ distFactor = 1.0f - Vector2.Distance(limb.WorldPosition, worldPosition)/attack.Range;
c.AddDamage(limb.SimPosition, DamageType.None,
attack.GetDamage(1.0f) / c.AnimController.Limbs.Length * distFactor, 0.0f, attack.Stun * distFactor, false);
- if (force>0.0f)
+ if (force > 0.0f)
{
- limb.body.ApplyLinearImpulse(Vector2.Normalize(limb.SimPosition - simPosition) * distFactor * force);
+ limb.body.ApplyLinearImpulse(Vector2.Normalize(limb.WorldPosition - worldPosition) * distFactor * force);
}
}
}
@@ -124,7 +116,7 @@ namespace Barotrauma
yield return CoroutineStatus.Success;
}
- public static void RangedStructureDamage(Vector2 displayPosition, float displayRange, float damage)
+ public static void RangedStructureDamage(Vector2 worldPosition, float worldRange, float damage)
{
List structureList = new List();
@@ -137,7 +129,7 @@ namespace Barotrauma
if (structure.HasBody &&
!structure.IsPlatform &&
- Vector2.Distance(structure.Position, displayPosition) < dist * 3.0f)
+ Vector2.Distance(structure.WorldPosition, worldPosition) < dist * 3.0f)
{
structureList.Add(structure);
}
@@ -147,7 +139,7 @@ namespace Barotrauma
{
for (int i = 0; i < structure.SectionCount; i++)
{
- float distFactor = 1.0f - (Vector2.Distance(structure.SectionPosition(i), displayPosition) / displayRange);
+ float distFactor = 1.0f - (Vector2.Distance(structure.SectionPosition(i, true), worldPosition) / worldRange);
if (distFactor > 0.0f) structure.AddDamage(i, damage * distFactor);
}
}
diff --git a/Subsurface/Source/Map/FireSource.cs b/Subsurface/Source/Map/FireSource.cs
index ae2fd58be..2bba83534 100644
--- a/Subsurface/Source/Map/FireSource.cs
+++ b/Subsurface/Source/Map/FireSource.cs
@@ -39,9 +39,9 @@ namespace Barotrauma
get { return size; }
}
- public FireSource(Vector2 position, Hull spawningHull = null, bool networkEvent=false)
+ public FireSource(Vector2 worldPosition, Hull spawningHull = null, bool networkEvent=false)
{
- hull = Hull.FindHull(position, spawningHull);
+ hull = Hull.FindHull(worldPosition, spawningHull);
if (hull == null || (!networkEvent && GameMain.Client!=null)) return;
if (fireSoundBasic==null)
@@ -50,11 +50,11 @@ namespace Barotrauma
fireSoundLarge = Sound.Load("Content/Sounds/firelarge.ogg");
}
- lightSource = new LightSource(position, 50.0f, new Color(1.0f, 0.9f, 0.6f), hull == null ? null : hull.Submarine);
+ lightSource = new LightSource(worldPosition, 50.0f, new Color(1.0f, 0.9f, 0.6f), hull == null ? null : hull.Submarine);
hull.AddFireSource(this, !networkEvent);
- this.position = position - new Vector2(-5.0f, 5.0f);
+ this.position = worldPosition - new Vector2(-5.0f, 5.0f);
//this.position.Y = hull.Rect.Y - hull.Rect.Height;
diff --git a/Subsurface/Source/Map/Gap.cs b/Subsurface/Source/Map/Gap.cs
index 5fe9e32ba..de315a9df 100644
--- a/Subsurface/Source/Map/Gap.cs
+++ b/Subsurface/Source/Map/Gap.cs
@@ -229,7 +229,7 @@ namespace Barotrauma
{
pos.X += Math.Sign(flowForce.X);
pos.Y = MathHelper.Clamp((higherSurface+lowerSurface)/2.0f, rect.Y - rect.Height, rect.Y);
-
+
Vector2 velocity = new Vector2(
MathHelper.Clamp(flowForce.X, -5000.0f, 5000.0f) * Rand.Range(0.5f, 0.7f),
flowForce.Y * Rand.Range(0.5f, 0.7f));
diff --git a/Subsurface/Source/Map/Hull.cs b/Subsurface/Source/Map/Hull.cs
index 22f0f9f69..6c5e52e89 100644
--- a/Subsurface/Source/Map/Hull.cs
+++ b/Subsurface/Source/Map/Hull.cs
@@ -270,8 +270,11 @@ namespace Barotrauma
float maxDelta = Math.Max(Math.Abs(rightDelta[i]), Math.Abs(leftDelta[i]));
if (maxDelta > Rand.Range(1.0f,10.0f))
{
+ Vector2 particlePos = new Vector2(rect.X + WaveWidth * i, surface + waveY[i]);
+ if (Submarine != null) particlePos += Submarine.Position;
+
GameMain.ParticleManager.CreateParticle("mist",
- new Vector2(rect.X + WaveWidth * i,surface + waveY[i]),
+ particlePos,
new Vector2(0.0f, -50.0f), 0.0f, this);
}
@@ -473,21 +476,21 @@ namespace Barotrauma
}
//returns the water block which contains the point (or null if it isn't inside any)
- public static Hull FindHull(Vector2 position, Hull guess = null)
+ public static Hull FindHull(Vector2 worldPosition, Hull guess = null)
{
- return FindHull(position, hullList, guess);
+ return FindHull(worldPosition, hullList, guess);
}
- public static Hull FindHull(Vector2 position, List hulls, Hull guess = null)
+ public static Hull FindHull(Vector2 worldPosition, List hulls, Hull guess = null)
{
if (guess != null && hulls.Contains(guess))
{
- if (Submarine.RectContains(guess.rect, position)) return guess;
+ if (Submarine.RectContains(guess.WorldRect, worldPosition)) return guess;
}
- foreach (Hull w in hulls)
+ foreach (Hull hull in hulls)
{
- if (Submarine.RectContains(w.rect, position)) return w;
+ if (Submarine.RectContains(hull.WorldRect, worldPosition)) return hull;
}
return null;
diff --git a/Subsurface/Source/Map/IDamageable.cs b/Subsurface/Source/Map/IDamageable.cs
index 995c3121f..9b56fc410 100644
--- a/Subsurface/Source/Map/IDamageable.cs
+++ b/Subsurface/Source/Map/IDamageable.cs
@@ -9,6 +9,11 @@ namespace Barotrauma
get;
}
+ Vector2 WorldPosition
+ {
+ get;
+ }
+
float Health
{
get;
diff --git a/Subsurface/Source/Map/Levels/LevelRenderer.cs b/Subsurface/Source/Map/Levels/LevelRenderer.cs
index 0938c9a45..3ae18a0ac 100644
--- a/Subsurface/Source/Map/Levels/LevelRenderer.cs
+++ b/Subsurface/Source/Map/Levels/LevelRenderer.cs
@@ -35,18 +35,18 @@ namespace Barotrauma
public void Draw(SpriteBatch spriteBatch)
{
- Vector2 pos = Vector2.Zero;// level.EndPosition;
+ Vector2 pos = new Vector2(0.0f, -level.StartPosition.Y);// level.EndPosition;
//pos.Y = -pos.Y - level.Position.Y;
if (GameMain.GameScreen.Cam.WorldView.Y < -pos.Y - 512) return;
- pos.X = GameMain.GameScreen.Cam.WorldView.X - 512.0f;
+ pos.X = GameMain.GameScreen.Cam.WorldView.X -512.0f;
//pos.X += Position.X % 512;
int width = (int)(Math.Ceiling(GameMain.GameScreen.Cam.WorldView.Width / 512.0f + 2.0f) * 512.0f);
spriteBatch.Draw(shaftTexture,
- new Rectangle((int)(MathUtils.Round(pos.X, 512.0f) - Submarine.Loaded.Position.X % 512), (int)pos.Y, width, 512),
+ new Rectangle((int)(MathUtils.Round(pos.X, 512.0f)), (int)pos.Y, width, 512),
new Rectangle(0, 0, width, 256),
Color.White, 0.0f,
Vector2.Zero,
diff --git a/Subsurface/Source/Map/Lights/ConvexHull.cs b/Subsurface/Source/Map/Lights/ConvexHull.cs
index 20c72fdf3..2e2133d85 100644
--- a/Subsurface/Source/Map/Lights/ConvexHull.cs
+++ b/Subsurface/Source/Map/Lights/ConvexHull.cs
@@ -30,7 +30,6 @@ namespace Barotrauma.Lights
private Dictionary cachedShadows;
- private Vector2[] worldVertices;
private Vector2[] vertices;
private int primitiveCount;
@@ -75,7 +74,6 @@ namespace Barotrauma.Lights
cachedShadows = new Dictionary();
vertices = points;
- worldVertices = new Vector2[vertices.Length];
primitiveCount = vertices.Length;
CalculateDimensions();
@@ -115,7 +113,6 @@ namespace Barotrauma.Lights
for (int i = 0; i < vertices.Count(); i++)
{
vertices[i] += amount;
- worldVertices[i] += amount;
}
CalculateDimensions();
@@ -125,26 +122,17 @@ namespace Barotrauma.Lights
{
cachedShadows.Clear();
- worldVertices = points;
vertices = points;
}
private void CalculateShadowVertices(Vector2 lightSourcePos, bool los = true)
{
- for (int i = 0; i < vertices.Length; i++)
- {
- worldVertices[i] = vertices[i];
- if (parentEntity != null && parentEntity.Submarine != null)
- {
- worldVertices[i] += parentEntity.Submarine.Position;
- }
- }
//compute facing of each edge, using N*L
for (int i = 0; i < primitiveCount; i++)
{
- Vector2 firstVertex = new Vector2(worldVertices[i].X, worldVertices[i].Y);
+ Vector2 firstVertex = new Vector2(vertices[i].X, vertices[i].Y);
int secondIndex = (i + 1) % primitiveCount;
- Vector2 secondVertex = new Vector2(worldVertices[secondIndex].X, worldVertices[secondIndex].Y);
+ Vector2 secondVertex = new Vector2(vertices[secondIndex].X, vertices[secondIndex].Y);
Vector2 middle = (firstVertex + secondVertex) / 2;
Vector2 L = lightSourcePos - middle;
@@ -187,7 +175,7 @@ namespace Barotrauma.Lights
int svCount = 0;
while (svCount != shadowVertexCount * 2)
{
- Vector3 vertexPos = new Vector3(worldVertices[currentIndex], 0.0f);
+ Vector3 vertexPos = new Vector3(vertices[currentIndex], 0.0f);
//one vertex on the hull
shadowVertices[svCount] = new VertexPositionColor();
@@ -217,7 +205,7 @@ namespace Barotrauma.Lights
for (int n = 0; n < 4; n += 3)
{
- Vector3 penumbraStart = new Vector3((n == 0) ? worldVertices[startingIndex] : worldVertices[endingIndex], 0.0f);
+ Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex] : vertices[endingIndex], 0.0f);
penumbraVertices[n] = new VertexPositionTexture();
penumbraVertices[n].Position = penumbraStart;
@@ -293,6 +281,8 @@ namespace Barotrauma.Lights
{
if (!Enabled) return;
+ if (parentEntity != null && parentEntity.Submarine != null) lightSourcePos -= parentEntity.Submarine.Position;
+
CalculateShadowVertices(lightSourcePos, los);
DrawShadows(graphicsDevice, cam, transform, los);
@@ -300,7 +290,15 @@ namespace Barotrauma.Lights
private void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, Matrix transform, bool los = true)
{
- shadowEffect.World = transform;
+
+ Vector3 offset = Vector3.Zero;
+ if (parentEntity != null && parentEntity.Submarine != null)
+ {
+ offset = new Vector3(parentEntity.Submarine.DrawPosition.X, parentEntity.Submarine.DrawPosition.Y, 0.0f);
+ }
+
+
+ shadowEffect.World = Matrix.CreateTranslation(offset) * transform;
shadowEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, shadowVertices, 0, shadowVertices.Length - 2);
diff --git a/Subsurface/Source/Map/Lights/LightManager.cs b/Subsurface/Source/Map/Lights/LightManager.cs
index 6248090e1..4cc6b6d3d 100644
--- a/Subsurface/Source/Map/Lights/LightManager.cs
+++ b/Subsurface/Source/Map/Lights/LightManager.cs
@@ -128,7 +128,7 @@ namespace Barotrauma.Lights
//draw the light shape
//where Alpha is 0, nothing will be written
- spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, Matrix.CreateTranslation(new Vector3(Submarine.Loaded.Position.X, -Submarine.Loaded.Position.Y, 0.0f)) * cam.Transform);
+ spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, Matrix.CreateTranslation(new Vector3(Submarine.Loaded.DrawPosition.X, -Submarine.Loaded.DrawPosition.Y, 0.0f)) * cam.Transform);
light.Draw(spriteBatch);
spriteBatch.End();
}
diff --git a/Subsurface/Source/Map/MapEntity.cs b/Subsurface/Source/Map/MapEntity.cs
index 05e282a27..b1842622d 100644
--- a/Subsurface/Source/Map/MapEntity.cs
+++ b/Subsurface/Source/Map/MapEntity.cs
@@ -70,7 +70,12 @@ namespace Barotrauma
public virtual Rectangle Rect {
get { return rect; }
set { rect = value; }
- }
+ }
+
+ public Rectangle WorldRect
+ {
+ get { return Submarine == null ? rect : new Rectangle((int)(Submarine.Position.X + rect.X), (int)(Submarine.Position.Y + rect.Y), rect.Width, rect.Height); }
+ }
public virtual Sprite Sprite
{
@@ -505,12 +510,16 @@ namespace Barotrauma
foreach (MapEntity e in mapEntityList)
{
e.OnMapLoaded();
+
+ if (e.Submarine != null) e.Move(Submarine.HiddenSubPosition);
}
- //mapEntityList.Sort((x, y) =>
- //{
- // return x.Name.CompareTo(y.Name);
- //});
+
+
+ mapEntityList.Sort((x, y) =>
+ {
+ return x.Name.CompareTo(y.Name);
+ });
}
diff --git a/Subsurface/Source/Map/Structure.cs b/Subsurface/Source/Map/Structure.cs
index 313509faa..dc9902dd1 100644
--- a/Subsurface/Source/Map/Structure.cs
+++ b/Subsurface/Source/Map/Structure.cs
@@ -292,16 +292,16 @@ namespace Barotrauma
Color color = (isHighlighted) ? Color.Green : Color.White;
if (isSelected && editing) color = Color.Red;
- Vector2 drawPos = Submarine == null ? new Vector2(rect.X, -rect.Y) : new Vector2(rect.X + Submarine.DrawPosition.X, -(rect.Y + Submarine.DrawPosition.Y));
-
- prefab.sprite.DrawTiled(spriteBatch, drawPos, new Vector2(rect.Width, rect.Height), Vector2.Zero, color);
+ Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
+ prefab.sprite.DrawTiled(spriteBatch, new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)), new Vector2(rect.Width, rect.Height), Vector2.Zero, color);
foreach (WallSection s in sections)
{
+
if (s.isHighLighted)
{
GUI.DrawRectangle(spriteBatch,
- drawPos, new Vector2(rect.Width, rect.Height),
+ new Vector2(s.rect.X + drawOffset.X, -(s.rect.Y + drawOffset.Y)), new Vector2(s.rect.Width, s.rect.Height),
new Color((s.damage / prefab.MaxHealth), 1.0f - (s.damage / prefab.MaxHealth), 0.0f, 1.0f), true);
}
@@ -310,7 +310,7 @@ namespace Barotrauma
if (s.damage < 0.01f) continue;
GUI.DrawRectangle(spriteBatch,
- drawPos, new Vector2(rect.Width, rect.Height),
+ new Vector2(s.rect.X + drawOffset.X, -(s.rect.Y + drawOffset.Y)), new Vector2(s.rect.Width, s.rect.Height),
Color.Black * (s.damage / prefab.MaxHealth), true);
}
@@ -413,13 +413,17 @@ namespace Barotrauma
return sections[sectionIndex].damage;
}
- public Vector2 SectionPosition(int sectionIndex)
+ public Vector2 SectionPosition(int sectionIndex, bool world = false)
{
if (sectionIndex < 0 || sectionIndex >= sections.Length) return Vector2.Zero;
- return new Vector2(
+ Vector2 sectionPos = new Vector2(
sections[sectionIndex].rect.X + sections[sectionIndex].rect.Width / 2.0f,
sections[sectionIndex].rect.Y - sections[sectionIndex].rect.Height / 2.0f);
+
+ if (world && Submarine != null) sectionPos += Submarine.Position;
+
+ return sectionPos;
}
public AttackResult AddDamage(IDamageable attacker, Vector2 position, Attack attack, float deltaTime, bool playSound = false)
@@ -427,7 +431,10 @@ namespace Barotrauma
if (Submarine.Loaded != null && Submarine.Loaded.GodMode) return new AttackResult(0.0f, 0.0f);
if (!prefab.HasBody || prefab.IsPlatform) return new AttackResult(0.0f, 0.0f);
- int i = FindSectionIndex(ConvertUnits.ToDisplayUnits(position));
+ Vector2 transformedPos = ConvertUnits.ToDisplayUnits(position);
+ if (Submarine != null) transformedPos -= Submarine.Position;
+
+ int i = FindSectionIndex(transformedPos);
if (i == -1) return new AttackResult(0.0f, 0.0f);
GameMain.ParticleManager.CreateParticle("dustcloud", SectionPosition(i), 0.0f, 0.0f);
diff --git a/Subsurface/Source/Map/Submarine.cs b/Subsurface/Source/Map/Submarine.cs
index 6c0d41534..d5d4d6f2f 100644
--- a/Subsurface/Source/Map/Submarine.cs
+++ b/Subsurface/Source/Map/Submarine.cs
@@ -25,6 +25,10 @@ namespace Barotrauma
{
public static string SavePath = "Data" + System.IO.Path.DirectorySeparatorChar + "SavedSubs";
+ //position of the "actual submarine" which is rendered wherever the SubmarineBody is
+ //should be in an unreachable place
+ public static readonly Vector2 HiddenSubPosition = new Vector2(0.0f, 50000.0f);
+
public static List SavedSubmarines = new List();
public static readonly Vector2 GridSize = new Vector2(16.0f, 16.0f);
@@ -97,7 +101,7 @@ namespace Barotrauma
public override Vector2 Position
{
- get { return subBody.Position; }
+ get { return subBody.Position - HiddenSubPosition; }
}
public new Vector2 DrawPosition
@@ -106,13 +110,13 @@ namespace Barotrauma
private set;
}
- public Vector2 Speed
+ public Vector2 Velocity
{
- get { return subBody==null ? Vector2.Zero : subBody.Speed; }
- set
+ get { return subBody==null ? Vector2.Zero : subBody.Velocity; }
+ set
{
if (subBody == null) return;
- subBody.Speed = value;
+ subBody.Velocity = value;
}
}
@@ -185,10 +189,6 @@ namespace Barotrauma
MapEntity.mapEntityList[i].Draw(spriteBatch, editing);
}
- if (Submarine.Loaded!=null)
- {
- Submarine.Loaded.DrawPosition = Physics.Interpolate(Submarine.Loaded.prevPosition, Submarine.Loaded.Position);
- }
if (loaded == null) return;
@@ -214,6 +214,11 @@ namespace Barotrauma
}
}
+ public void UpdateTransform()
+ {
+ DrawPosition = Physics.Interpolate(prevPosition, Position);
+ }
+
//math/physics stuff ----------------------------------------------------
public static Vector2 MouseToWorldGrid(Camera cam)
@@ -414,8 +419,8 @@ namespace Barotrauma
message.Write(Position.X);
message.Write(Position.Y);
- message.Write(Speed.X);
- message.Write(Speed.Y);
+ message.Write(Velocity.X);
+ message.Write(Velocity.Y);
return true;
}
@@ -446,7 +451,7 @@ namespace Barotrauma
//newTargetPosition = newTargetPosition + newSpeed * (float)(NetTime.Now - sendingTime);
subBody.TargetPosition = newTargetPosition;
- subBody.Speed = newSpeed;
+ subBody.Velocity = newSpeed;
lastNetworkUpdate = sendingTime;
}
@@ -611,6 +616,8 @@ namespace Barotrauma
XDocument doc = OpenDoc(filePath);
if (doc == null) return;
+ subBody = new SubmarineBody(this);
+
foreach (XElement element in doc.Root.Elements())
{
string typeName = element.Name.ToString();
@@ -643,7 +650,7 @@ namespace Barotrauma
}
- subBody = new SubmarineBody(this);
+ subBody.SetPosition(HiddenSubPosition);
loaded = this;
@@ -694,10 +701,10 @@ namespace Barotrauma
{
if (GameMain.GameScreen.Cam != null) GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
- subBody = null;
-
Entity.RemoveAll();
+ subBody = null;
+
PhysicsBody.list.Clear();
Ragdoll.list.Clear();
diff --git a/Subsurface/Source/Map/SubmarineBody.cs b/Subsurface/Source/Map/SubmarineBody.cs
index 4c5b32f16..14e34f442 100644
--- a/Subsurface/Source/Map/SubmarineBody.cs
+++ b/Subsurface/Source/Map/SubmarineBody.cs
@@ -35,14 +35,12 @@ namespace Barotrauma
private Body body;
- private Vector2 speed;
-
private Vector2 targetPosition;
float mass = 10000.0f;
- private Vector2? lastContactPoint;
- private VoronoiCell lastContactCell;
+ //private Vector2? lastContactPoint;
+ //private VoronoiCell lastContactCell;
public Rectangle Borders
{
@@ -50,13 +48,13 @@ namespace Barotrauma
private set;
}
- public Vector2 Speed
+ public Vector2 Velocity
{
- get { return speed; }
- set
+ get { return body.LinearVelocity; }
+ set
{
if (!MathUtils.IsValid(value)) return;
- speed = value;
+ body.LinearVelocity = value;
}
}
@@ -117,15 +115,16 @@ namespace Barotrauma
body = BodyFactory.CreateCompoundPolygon(GameMain.World, triangulatedVertices, 5.0f);
body.BodyType = BodyType.Dynamic;
- body.CollisionCategories = Physics.CollisionMisc;
+ body.CollisionCategories = Physics.CollisionMisc | Physics.CollisionWall;
body.CollidesWith = Physics.CollisionLevel | Physics.CollisionCharacter;
- body.Restitution = 0.0f;
+ body.Restitution = Restitution;
+ body.Friction = Friction;
body.FixedRotation = true;
+ body.Mass = mass;
body.Awake = true;
body.SleepingAllowed = false;
body.IgnoreGravity = true;
body.OnCollision += OnCollision;
- body.OnSeparation += OnSeparation;
body.UserData = this;
}
@@ -224,14 +223,14 @@ namespace Barotrauma
Vector2 totalForce = CalculateBuoyancy();
- if (speed.LengthSquared() > 0.000001f)
+ if (body.LinearVelocity.LengthSquared() > 0.000001f)
{
float dragCoefficient = 0.00001f;
- float speedLength = (speed == Vector2.Zero) ? 0.0f : speed.Length();
+ float speedLength = (body.LinearVelocity == Vector2.Zero) ? 0.0f : body.LinearVelocity.Length();
float drag = speedLength * speedLength * dragCoefficient * mass;
- totalForce += -Vector2.Normalize(speed) * drag;
+ totalForce += -Vector2.Normalize(body.LinearVelocity) * drag;
}
ApplyForce(totalForce);
@@ -267,7 +266,7 @@ namespace Barotrauma
public void ApplyForce(Vector2 force)
{
- body.ApplyForce(force/100.0f);
+ body.ApplyForce(force);
}
public void SetPosition(Vector2 position)
@@ -317,31 +316,121 @@ namespace Barotrauma
depthDamageTimer = 10.0f;
}
- private void UpdateColliding()
+ //private void UpdateColliding()
+ //{
+
+ // return;
+
+ // if (body.Position.LengthSquared()<0.00001f) return;
+
+ // Vector2 normal = Vector2.Normalize(body.Position);
+ // Vector2 simSpeed = ConvertUnits.ToSimUnits(body.LinearVelocity);
+
+ // float impact = Vector2.Dot(simSpeed, -normal);
+
+ // if (impact < 0.0f) return;
+
+ // Vector2 u = Vector2.Dot(simSpeed, -normal) * normal;
+ // Vector2 w = (simSpeed + u);
+
+ // //speed = ConvertUnits.ToDisplayUnits(w * (1.0f - Friction) + u * Restitution);
+
+ // if (lastContactPoint == null || lastContactCell==null || impact < 3.0f) return;
+
+ // SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits((Vector2)lastContactPoint));
+ // GameMain.GameScreen.Cam.Shake = impact * 2.0f;
+
+ // Vector2 limbForce = -normal * impact*0.5f;
+
+ // float length = limbForce.Length();
+ // if (length > 10.0f) limbForce = (limbForce / length) * 10.0f;
+
+ // foreach (Character c in Character.CharacterList)
+ // {
+ // if (c.AnimController.CurrentHull == null) continue;
+
+ // if (impact > 2.0f) c.AnimController.StunTimer = (impact - 2.0f) * 0.1f;
+
+ // foreach (Limb limb in c.AnimController.Limbs)
+ // {
+ // if (c.AnimController.LowestLimb == limb) continue;
+ // limb.body.ApplyLinearImpulse(limb.Mass * limbForce);
+ // }
+ // }
+
+ // Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits((Vector2)lastContactPoint), impact*50.0f, impact*DamageMultiplier);
+
+ // //Body wallBody = Submarine.PickBody(
+ // // (Vector2)lastContactPoint - body.Position,
+ // // (Vector2)lastContactPoint + body.Position * 10.0f,
+ // // new List() { lastContactCell.body });
+
+ // //if (wallBody == null || wallBody.UserData == null) return;
+
+ // //var damageable = wallBody.UserData as IDamageable;
+ // //Structure structure = wallBody.UserData as Structure;
+
+ // //if (structure == null) return;
+
+ // //int sectionIndex = structure.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
+
+ // //for (int i = sectionIndex - (int)(impact / 5.0f); i < sectionIndex + (int)(impact / 5.0f); i++)
+ // //{
+ // // structure.AddDamage(i, impact * DamageMultiplier);
+ // //}
+ //}
+
+ public bool OnCollision(Fixture f1, Fixture f2, Contact contact)
{
- return;
- if (body.Position.LengthSquared()<0.00001f) return;
-
- Vector2 normal = Vector2.Normalize(body.Position);
- Vector2 simSpeed = ConvertUnits.ToSimUnits(speed);
-
- float impact = Vector2.Dot(simSpeed, -normal);
-
- if (impact < 0.0f) return;
-
- Vector2 u = Vector2.Dot(simSpeed, -normal) * normal;
- Vector2 w = (simSpeed + u);
-
- speed = ConvertUnits.ToDisplayUnits(w * (1.0f - Friction) + u * Restitution);
+ VoronoiCell cell = f2.Body.UserData as VoronoiCell;
- if (lastContactPoint == null || lastContactCell==null || impact < 3.0f) return;
-
- SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits((Vector2)lastContactPoint));
+ if (cell == null)
+ {
+ Limb limb = f2.Body.UserData as Limb;
+ if (limb!=null && limb.character.Submarine==null)
+ {
+ Vector2 normal2;
+ FixedArray2 points;
+ contact.GetWorldManifold(out normal2, out points);
+
+ if (Submarine.PickBody(points[0] - ConvertUnits.ToSimUnits(submarine.Position) + normal2, points[0] - ConvertUnits.ToSimUnits(submarine.Position) - normal2, null, Physics.CollisionWall) != null)
+ {
+
+ return true;
+ }
+
+ var ragdoll = limb.character.AnimController;
+ ragdoll.FindHull();
+
+ return false;
+
+ }
+
+ return true;
+ }
+
+ Vector2 normal;
+ FarseerPhysics.Common.FixedArray2 worldPoints;
+ contact.GetWorldManifold(out normal, out worldPoints);
+
+ Vector2 lastContactPoint = worldPoints[0];
+
+
+ float impact = Vector2.Dot(Velocity, -normal);
+
+ //Vector2 u = Vector2.Dot(Velocity, -normal) * normal;
+ //Vector2 w = (Velocity + u);
+
+ //speed = ConvertUnits.ToDisplayUnits(w * (1.0f - Friction) + u * Restitution);
+
+ if (impact < 3.0f) return true;
+
+ SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(lastContactPoint));
GameMain.GameScreen.Cam.Shake = impact * 2.0f;
- Vector2 limbForce = -normal * impact*0.5f;
+ Vector2 limbForce = -normal * impact * 0.5f;
float length = limbForce.Length();
if (length > 10.0f) limbForce = (limbForce / length) * 10.0f;
@@ -359,141 +448,10 @@ namespace Barotrauma
}
}
- Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits((Vector2)lastContactPoint), impact*50.0f, impact*DamageMultiplier);
-
- //Body wallBody = Submarine.PickBody(
- // (Vector2)lastContactPoint - body.Position,
- // (Vector2)lastContactPoint + body.Position * 10.0f,
- // new List() { lastContactCell.body });
-
- //if (wallBody == null || wallBody.UserData == null) return;
-
- //var damageable = wallBody.UserData as IDamageable;
- //Structure structure = wallBody.UserData as Structure;
-
- //if (structure == null) return;
-
- //int sectionIndex = structure.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
-
- //for (int i = sectionIndex - (int)(impact / 5.0f); i < sectionIndex + (int)(impact / 5.0f); i++)
- //{
- // structure.AddDamage(i, impact * DamageMultiplier);
- //}
- }
-
- public bool OnCollision(Fixture f1, Fixture f2, Contact contact)
- {
- VoronoiCell cell = f2.Body.UserData as VoronoiCell;
- if (cell == null)
- {
- Limb limb = f2.Body.UserData as Limb;
- if (limb!=null && limb.character.Submarine==null)
- {
- Vector2 normal2;
- FixedArray2 points;
- contact.GetWorldManifold(out normal2, out points);
-
- if (Submarine.PickBody(points[0] - ConvertUnits.ToSimUnits(submarine.Position), points[0] - ConvertUnits.ToSimUnits(submarine.Position) - normal2, null, Physics.CollisionWall) != null)
- {
- return true;
- }
-
- return false;
- //var ragdoll = limb.character.AnimController;
- //ragdoll.SetPosition(ragdoll.RefLimb.Position - body.Position);
- //limb.character.Submarine = submarine;
- }
-
- return true;
- }
-
- lastContactCell = cell;
-
- Vector2 normal;
- FarseerPhysics.Common.FixedArray2 worldPoints;
- contact.GetWorldManifold(out normal, out worldPoints);
-
- lastContactPoint = worldPoints[0];
+ Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier);
return true;
-
- //Vector2 normal = contact.Manifold.LocalNormal;
- //Vector2 simSpeed = ConvertUnits.ToSimUnits(speed);
- //float impact = Vector2.Dot(-simSpeed, normal);
-
- ////Vector2 u = Vector2.Dot(simSpeed, -normal) * -normal;
- ////Vector2 w = simSpeed - u;
-
- //Vector2 limbForce = normal * impact;
-
- ////float length = limbForce.Length();
- ////if (length > 10.0f) limbForce = (limbForce / length) * 10.0f;
-
- ////foreach (Character c in Character.CharacterList)
- ////{
- //// if (c.AnimController.CurrentHull == null) continue;
-
- //// if (impact > 2.0f) c.AnimController.StunTimer = (impact - 2.0f) * 0.1f;
-
- //// foreach (Limb limb in c.AnimController.Limbs)
- //// {
- //// if (c.AnimController.LowestLimb == limb) continue;
- //// limb.body.ApplyLinearImpulse(limb.Mass * limbForce);
- //// }
- ////}
-
- //System.Diagnostics.Debug.WriteLine("IMPACT: " + impact + " normal: " + normal + " simspeed: " + simSpeed);
- //if (impact > 1.0f)
- //{
-
- // contact.GetWorldManifold(out normal, out worldPoints);
-
- // lastContactPoint = worldPoints[0];
-
- // AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(worldPoints[0]));
-
- // GameMain.GameScreen.Cam.Shake = impact * 2.0f;
-
- // //speed = ConvertUnits.ToDisplayUnits(w * 0.9f + u * 0.5f);
-
- // //FixedArray2 worldPoints;
- // //contact.GetWorldManifold(out normal, out worldPoints);
-
- // //if (contact.Manifold.PointCount >= 1)
- // //{
- // // Vector2 contactPoint = worldPoints[0];
-
- // // Body wallBody = Submarine.PickBody(contactPoint, contactPoint + normal, new List() { cell.body });
-
- // // if (wallBody!=null && wallBody.UserData!=null)
- // // {
- // // Structure s = wallBody.UserData as Structure;
- // // }
- // //}
-
- // //foreach (GraphEdge ge in cell.edges)
- // //{
- // // Body wallBody = Submarine.PickBody(
- // // ConvertUnits.ToSimUnits(ge.point1 + GameMain.GameSession.Level.Position + normal),
- // // ConvertUnits.ToSimUnits(ge.point2 + GameMain.GameSession.Level.Position + normal), new List() { cell.body });
- // // if (wallBody == null || wallBody.UserData == null) continue;
-
- // // Structure structure = wallBody.UserData as Structure;
- // // if (structure == null) continue;
- // // structure.AddDamage(
- // // structure.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition)), impact*50.0f);
- // //}
- //}
-
-
- //collisionRigidness = 0.8f;
-
- //return true;
}
- public void OnSeparation(Fixture f1, Fixture f2)
- {
- lastContactPoint = null;
- }
}
}
diff --git a/Subsurface/Source/Map/WayPoint.cs b/Subsurface/Source/Map/WayPoint.cs
index 7ed2808f5..6de856274 100644
--- a/Subsurface/Source/Map/WayPoint.cs
+++ b/Subsurface/Source/Map/WayPoint.cs
@@ -403,7 +403,7 @@ namespace Barotrauma
public override void OnMapLoaded()
{
- currentHull = Hull.FindHull(this.Position);
+ currentHull = Hull.FindHull(WorldPosition);
}
public override XElement Save(XDocument doc)
diff --git a/Subsurface/Source/Particles/Particle.cs b/Subsurface/Source/Particles/Particle.cs
index 9cacf2284..0c07c275b 100644
--- a/Subsurface/Source/Particles/Particle.cs
+++ b/Subsurface/Source/Particles/Particle.cs
@@ -74,7 +74,7 @@ namespace Barotrauma.Particles
spriteIndex = Rand.Int(prefab.Sprites.Count);
currentHull = Hull.FindHull(position, hullGuess);
- if (currentHull == null) position = Submarine.Loaded == null ? position : position + Submarine.Loaded.Position;
+ //if (currentHull == null) position = Submarine.Loaded == null ? position : position + Submarine.Loaded.Position;
this.position = position;
prevPosition = position;
@@ -164,8 +164,8 @@ namespace Barotrauma.Particles
if ((prefab.DeleteOnCollision || prefab.CollidesWithWalls) && currentHull!=null)
{
Vector2 edgePos = position + prefab.CollisionRadius * Vector2.Normalize(velocity) * size.X;
-
- if (!Submarine.RectContains(currentHull.Rect, edgePos))
+
+ if (!Submarine.RectContains(currentHull.WorldRect, edgePos))
{
if (prefab.DeleteOnCollision) return false;
@@ -174,13 +174,13 @@ namespace Barotrauma.Particles
{
if (!gap.isHorizontal)
{
- if (gap.Rect.X > position.X || gap.Rect.Right < position.X) continue;
- if (Math.Sign(velocity.Y) != Math.Sign(gap.Rect.Y - (currentHull.Rect.Y-currentHull.Rect.Height))) continue;
+ if (gap.WorldRect.X > position.X || gap.WorldRect.Right < position.X) continue;
+ if (Math.Sign(velocity.Y) != Math.Sign(gap.WorldRect.Y - (currentHull.WorldRect.Y - currentHull.WorldRect.Height))) continue;
}
else
{
- if (gap.Rect.Y < position.Y || gap.Rect.Y - gap.Rect.Height > position.Y) continue;
- if (Math.Sign(velocity.X) != Math.Sign(gap.Rect.Center.X - currentHull.Rect.Center.X)) continue;
+ if (gap.WorldRect.Y < position.Y || gap.WorldRect.Y - gap.WorldRect.Height > position.Y) continue;
+ if (Math.Sign(velocity.X) != Math.Sign(gap.WorldRect.Center.X - currentHull.WorldRect.Center.X)) continue;
}
//Rectangle enlargedRect = new Rectangle(gap.Rect.X - 10, gap.Rect.Y + 10, gap.Rect.Width + 20, gap.Rect.Height + 20);
@@ -224,27 +224,29 @@ namespace Barotrauma.Particles
}
private void OnWallCollision(Hull prevHull, Vector2 position)
- {
- if (position.Y < prevHull.Rect.Y - prevHull.Rect.Height)
+ {
+ Rectangle prevHullRect = prevHull.WorldRect;
+
+ if (position.Y < prevHullRect.Y - prevHullRect.Height)
{
- position.Y = prevHull.Rect.Y - prevHull.Rect.Height + 1.0f;
+ position.Y = prevHullRect.Y - prevHullRect.Height + 1.0f;
velocity.Y = -velocity.Y;
}
- else if (position.Y > prevHull.Rect.Y)
+ else if (position.Y > prevHullRect.Y)
{
- position.Y = prevHull.Rect.Y - 1.0f;
+ position.Y = prevHullRect.Y - 1.0f;
velocity.X = Math.Abs(velocity.Y) * Math.Sign(velocity.X);
velocity.Y = -velocity.Y*0.1f;
}
- if (position.X < prevHull.Rect.X)
+ if (position.X < prevHullRect.X)
{
- position.X = prevHull.Rect.X + 1.0f;
+ position.X = prevHullRect.X + 1.0f;
velocity.X = -velocity.X;
}
- else if (position.X > prevHull.Rect.X + prevHull.Rect.Width)
+ else if (position.X > prevHullRect.X + prevHullRect.Width)
{
- position.X = prevHull.Rect.X + prevHull.Rect.Width - 1.0f;
+ position.X = prevHullRect.X + prevHullRect.Width - 1.0f;
velocity.X = -velocity.X;
}
@@ -265,11 +267,8 @@ namespace Barotrauma.Particles
drawSize *= ((totalLifeTime - lifeTime) / prefab.GrowTime);
}
- Vector2 screenSpacePos = currentHull == null && Submarine.Loaded != null ? drawPosition - Submarine.Loaded.Position : drawPosition;
- screenSpacePos.Y = -screenSpacePos.Y;
-
prefab.Sprites[spriteIndex].Draw(spriteBatch,
- screenSpacePos,
+ new Vector2(drawPosition.X, -drawPosition.Y),
color * alpha,
prefab.Sprites[spriteIndex].origin, drawRotation,
drawSize, SpriteEffects.None, prefab.Sprites[spriteIndex].Depth);
diff --git a/Subsurface/Source/Screens/GameScreen.cs b/Subsurface/Source/Screens/GameScreen.cs
index 75f9f334e..1c5900610 100644
--- a/Subsurface/Source/Screens/GameScreen.cs
+++ b/Subsurface/Source/Screens/GameScreen.cs
@@ -166,11 +166,14 @@ namespace Barotrauma
public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
{
+
+ if (Submarine.Loaded != null) Submarine.Loaded.UpdateTransform();
+
GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision;
GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam,
- Character.Controlled==null ? LightManager.ViewPos : Character.Controlled.CursorPosition);
+ Character.Controlled==null ? LightManager.ViewPos : Character.Controlled.CursorWorldPosition);
//----------------------------------------------------------------------------------------
//1. draw the background, characters and the parts of the submarine that are behind them
diff --git a/Subsurface/Source/Sounds/SoundPlayer.cs b/Subsurface/Source/Sounds/SoundPlayer.cs
index 48878cc98..96255625a 100644
--- a/Subsurface/Source/Sounds/SoundPlayer.cs
+++ b/Subsurface/Source/Sounds/SoundPlayer.cs
@@ -201,7 +201,7 @@ namespace Barotrauma
float movementFactor = 0.0f;
if (Submarine.Loaded != null)
{
- movementFactor = (Submarine.Loaded.Speed == Vector2.Zero) ? 0.0f : Submarine.Loaded.Speed.Length() / 500.0f;
+ movementFactor = (Submarine.Loaded.Velocity == Vector2.Zero) ? 0.0f : Submarine.Loaded.Velocity.Length() / 5.0f;
movementFactor = MathHelper.Clamp(movementFactor, 0.0f, 1.0f);
}
diff --git a/Subsurface_Solution.v12.suo b/Subsurface_Solution.v12.suo
index ba8cfe073..2bde0e29a 100644
Binary files a/Subsurface_Solution.v12.suo and b/Subsurface_Solution.v12.suo differ