Timing.Alpha isn't updated if accumulator < step, using interpolated positions to draw lightsources & ragdoll/ai debug info (-> no twitching when the sub is moving)
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@@ -180,8 +180,8 @@ namespace Barotrauma
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{
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if (selectedAiTarget != null)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(Character.WorldPosition.X, -Character.WorldPosition.Y),
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GUI.DrawLine(spriteBatch,
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new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
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new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
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}
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@@ -189,16 +189,16 @@ namespace Barotrauma
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if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode==null) return;
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GUI.DrawLine(spriteBatch,
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new Vector2(Character.WorldPosition.X, -Character.WorldPosition.Y),
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new Vector2(pathSteering.CurrentPath.CurrentNode.WorldPosition.X, -pathSteering.CurrentPath.CurrentNode.WorldPosition.Y),
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new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
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new Vector2(pathSteering.CurrentPath.CurrentNode.DrawPosition.X, -pathSteering.CurrentPath.CurrentNode.DrawPosition.Y),
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Color.LightGreen);
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for (int i = 1; i < pathSteering.CurrentPath.Nodes.Count; i++)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(pathSteering.CurrentPath.Nodes[i].WorldPosition.X, -pathSteering.CurrentPath.Nodes[i].WorldPosition.Y),
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new Vector2(pathSteering.CurrentPath.Nodes[i - 1].WorldPosition.X, -pathSteering.CurrentPath.Nodes[i-1].WorldPosition.Y),
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new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y),
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new Vector2(pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.Y),
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Color.LightGreen);
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}
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}
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@@ -464,7 +464,7 @@ namespace Barotrauma
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if (limb.pullJoint != null)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(limb.pullJoint.WorldAnchorA);
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if (currentHull != null) pos += currentHull.Submarine.Position;
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if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
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pos.Y = -pos.Y;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true, 0.01f);
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@@ -492,7 +492,7 @@ namespace Barotrauma
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if (limb.body.TargetPosition != Vector2.Zero)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(limb.body.TargetPosition);
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if (currentHull != null) pos += currentHull.Submarine.Position;
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if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
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pos.Y = -pos.Y;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 10, (int)pos.Y - 10, 20, 20), Color.Cyan, false, 0.01f);
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@@ -292,7 +292,7 @@ namespace Barotrauma
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{
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Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
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bool paused = false;
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bool paused = true;
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while (Timing.Accumulator >= Timing.Step)
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{
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@@ -24,7 +24,7 @@ namespace Barotrauma.Lights
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private Sprite overrideLightTexture;
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public Entity ParentSub;
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public Submarine ParentSub;
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public bool CastShadows;
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@@ -299,6 +299,11 @@ namespace Barotrauma.Lights
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public void Draw(SpriteBatch spriteBatch)
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{
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Vector2 drawPos = position;
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if (ParentSub != null) drawPos += ParentSub.DrawPosition;
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drawPos.Y = -drawPos.Y;
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if (range > 1.0f)
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{
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if (overrideLightTexture == null)
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@@ -306,12 +311,12 @@ namespace Barotrauma.Lights
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Vector2 center = new Vector2(LightTexture.Width / 2, LightTexture.Height / 2);
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float scale = range / (lightTexture.Width / 2.0f);
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spriteBatch.Draw(lightTexture, new Vector2(WorldPosition.X, -WorldPosition.Y), null, color * (color.A / 255.0f), 0, center, scale, SpriteEffects.None, 1);
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spriteBatch.Draw(lightTexture, drawPos, null, color * (color.A / 255.0f), 0, center, scale, SpriteEffects.None, 1);
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}
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else
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{
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overrideLightTexture.Draw(spriteBatch,
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new Vector2(WorldPosition.X, -WorldPosition.Y), color * (color.A / 255.0f),
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drawPos, color * (color.A / 255.0f),
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overrideLightTexture.Origin, -Rotation,
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new Vector2(overrideLightTexture.size.X / overrideLightTexture.SourceRect.Width, overrideLightTexture.size.Y / overrideLightTexture.SourceRect.Height));
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}
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@@ -319,7 +324,7 @@ namespace Barotrauma.Lights
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if (LightSprite != null)
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{
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LightSprite.Draw(spriteBatch, new Vector2(WorldPosition.X, -WorldPosition.Y), Color, LightSprite.Origin);
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LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin);
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}
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}
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