Moar progress, fixed shadow/los/submarine misalignment issues

This commit is contained in:
Regalis
2015-12-09 19:29:53 +02:00
parent beecfe60ac
commit 78bccca4af
43 changed files with 396 additions and 383 deletions

View File

@@ -10,8 +10,6 @@ namespace Barotrauma
{
class Explosion
{
private Vector2 position;
private Attack attack;
private float force;
@@ -32,58 +30,52 @@ namespace Barotrauma
shockwave = ToolBox.GetAttributeBool(element, "shockwave", true);
flames = ToolBox.GetAttributeBool(element, "flames", true);
CameraShake = ToolBox.GetAttributeFloat(element, "camerashake", attack.Range*10.0f);
CameraShake = ToolBox.GetAttributeFloat(element, "camerashake", attack.Range);
}
public void Explode()
public void Explode(Vector2 worldPosition)
{
Explode(position);
}
public void Explode(Vector2 simPosition)
{
Vector2 displayPosition = ConvertUnits.ToDisplayUnits(simPosition);
Hull hull = Hull.FindHull(displayPosition);
Hull hull = Hull.FindHull(worldPosition);
if (shockwave)
{
GameMain.ParticleManager.CreateParticle("shockwave", displayPosition,
GameMain.ParticleManager.CreateParticle("shockwave", worldPosition,
Vector2.Zero, 0.0f, hull);
}
for (int i = 0; i < attack.Range * 10; i++)
for (int i = 0; i < attack.Range * 0.1f; i++)
{
if (sparks)
{
GameMain.ParticleManager.CreateParticle("spark", displayPosition,
GameMain.ParticleManager.CreateParticle("spark", worldPosition,
Rand.Vector(Rand.Range(500.0f, 800.0f)), 0.0f, hull);
}
if (flames)
{
GameMain.ParticleManager.CreateParticle("explosionfire", displayPosition + Rand.Vector(50f),
GameMain.ParticleManager.CreateParticle("explosionfire", worldPosition + Rand.Vector(50f),
Rand.Vector(Rand.Range(50f, 100.0f)), 0.0f, hull);
}
}
float displayRange = ConvertUnits.ToDisplayUnits(attack.Range);
float displayRange = attack.Range;
if (displayRange < 0.1f) return;
light = new LightSource(displayPosition, displayRange, Color.LightYellow, hull != null ? hull.Submarine : null);
light = new LightSource(worldPosition, displayRange, Color.LightYellow, hull != null ? hull.Submarine : null);
CoroutineManager.StartCoroutine(DimLight());
float cameraDist = Vector2.Distance(GameMain.GameScreen.Cam.Position, displayPosition)/2.0f;
GameMain.GameScreen.Cam.Shake = CameraShake * Math.Max((displayRange - cameraDist)/displayRange, 0.0f);
float cameraDist = Vector2.Distance(GameMain.GameScreen.Cam.Position, worldPosition)/2.0f;
GameMain.GameScreen.Cam.Shake = CameraShake * Math.Max((displayRange - cameraDist) / displayRange, 0.0f);
if (attack.GetStructureDamage(1.0f) > 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<Structure> structureList = new List<Structure>();
@@ -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);
}
}