Melee weapons (+ stun baton), improved throw animation, new damage sound effects
This commit is contained in:
@@ -62,7 +62,7 @@
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<!-- head to body -->
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<joint limb1="0" limb1anchor="0,-13" limb2="1" limb2anchor="-1,20" lowerlimit="-90" upperlimit="45"/>
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<joint limb1="0" limb1anchor="0,-7" limb2="1" limb2anchor="-1,26" lowerlimit="-90" upperlimit="45"/>
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<joint limb1="1" limb1anchor="0,-17" limb2="12" limb2anchor="0,7" lowerlimit="-10" upperlimit="10"/>
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@@ -45,7 +45,7 @@
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price="200"
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tags="smallitem">
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<Sprite texture ="stungrenade.png" depth="0.04"/>
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<Sprite texture ="stungrenade.png" depth="0.5"/>
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<Body width="11" height="24" density="15" friction="0.8f"/>
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@@ -55,6 +55,24 @@
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</StatusEffect>
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</Throwable>
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</Item>
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<Item
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name="Stun Baton"
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Tags="smallitem"
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pickdistance="150"
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price="100">
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<Sprite texture="harpoongun.png" depth="0.5"/>
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<Body width="90" height="30" density="10"/>
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<MeleeWeapon slots="Any,RightHand,LeftHand"
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aimpos="50,0" handle1="-15,-6" holdangle="100">
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<Attack stun="10.0" sound="Content/Items/Electricity/zap1.ogg">
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<ParticleEmitter particle="spark" velocitymin="100" velocitymax="200" anglemin="0" anglemax="360" particleamount="10"/>
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</Attack>
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</MeleeWeapon>
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</Item>
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</Items>
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@@ -3,7 +3,7 @@
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<watersplash
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startsizemin="0.15,0.15" startsizemax="0.3,0.3"
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sizechangemin="0.9,0.9" sizechangemax="1.2,1.2"
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startrotationmin ="0.0" startrotationmax="6.28"
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startrotationmin ="0.0" startrotationmax="360"
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startcolor="1.0, 1.0, 1.0" startalpha="0.8"
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colorchange="0.0, 0.0, 0.0, -0.25"
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lifetime="3"
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@@ -16,7 +16,7 @@
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<mist
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startsizemin="0.4,0.4" startsizemax="0.5,0.5"
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sizechangemin="0.25,0.25" sizechangemax="0.3,0.3"
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startrotationmin ="0.0" startrotationmax="6.28"
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startrotationmin ="0.0" startrotationmax="360"
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startcolor="1.0, 1.0, 1.0" startalpha="0.5"
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colorchange="0.0, 0.0, 0.0, -0.25"
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growtime ="0.2"
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@@ -28,7 +28,7 @@
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<dustcloud
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startsizemin="0.8,0.8" startsizemax="1.0,1.0"
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sizechange="0.0,0.0"
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startrotationmin ="0.0" startrotationmax="6.28"
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startrotationmin ="0.0" startrotationmax="360"
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startcolor="0.2, 0.2, 0.2" startalpha="0.5"
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colorchange="0.0, 0.0, 0.0, -0.3"
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lifetime="3"
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@@ -39,7 +39,7 @@
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<bubbles
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startsizemin="0.4,0.4" startsizemax="0.5,0.5"
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sizechangemin="0.1,0.1" sizechangemax="0.3,0.3"
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startrotationmin ="0.0" startrotationmax="3.14"
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startrotationmin ="0.0" startrotationmax="360"
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startcolor="1.0, 1.0, 1.0" startalpha="0.8"
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colorchange="0.0, 0.0, 0.0, -0.5"
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lifetime="3"
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@@ -52,7 +52,7 @@
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<blood
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startsizemin="0.05,0.05" startsizemax="0.6,0.6"
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sizechangemin="0.3,0.2" sizechangemax="0.4,0.2"
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startrotationmin ="0.0" startrotationmax="0.0"
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startrotationmin ="0.0" startrotationmax="360"
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startcolor="0.5, 0.0, 0.0" startalpha="1.0"
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colorchange="0.0, 0.0, 0.0, -1.0"
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lifetime="2"
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@@ -66,7 +66,7 @@
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<waterblood
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startsize="0.05,0.05"
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sizechangemin="0.1,0.1" sizechangemax="0.15,0.15"
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startrotationmin ="0.0" startrotationmax="6.28"
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startrotationmin ="0.0" startrotationmax="360"
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startcolor="0.5, 0.0, 0.0" startalpha="1.0"
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colorchange="0.0, 0.0, 0.0, -0.25"
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lifetime="5.0"
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@@ -78,7 +78,7 @@
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<spark
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startsizemin="0.5,0.2" startsizemax="1.0,0.7"
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sizechangemin="-0.5,-0.5" sizechangemax="-1.0,-1.0"
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startrotationmin ="0.0" startrotationmax="6.28"
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startrotationmin ="0.0" startrotationmax="360"
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startcolor="1.0, 1.0, 1.0" startalpha="1.0"
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colorchange="0.0, 0.0, 0.0, -0.3"
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lifetime="5.0"
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@@ -93,7 +93,7 @@
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<shockwave
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startsize="0.1,0.1"
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sizechange="15.0,15.0"
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startrotationmin ="0.0" startrotationmax="6.28"
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startrotationmin ="0.0" startrotationmax="360"
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startcolor="1.0, 1.0, 1.0" startalpha="1.0"
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colorchange="0.0, 0.0, 0.0, -2.0"
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lifetime="1.0"
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@@ -105,7 +105,7 @@
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<explosionfire
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startsizemin="1.0,1.0" startsizemax="1.5,1.5"
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sizechangemin="0.5,0.5" sizechangemax="0.6,0.6"
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startrotationmin ="0.0" startrotationmax="6.28"
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startrotationmin ="0.0" startrotationmax="360"
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startcolor="1.0, 1.0, 1.0" startalpha="1.0"
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colorchange="-0.6, -0.6, -0.6, -0.5"
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lifetime="5.0"
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@@ -148,7 +148,7 @@ namespace Subsurface
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Limb limb = Character.AnimController.limbs[0];
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distanceAccumulator += (limb.SimPosition - prevPosition).Length();
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prevPosition = limb.body.Position;
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prevPosition = limb.body.SimPosition;
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}
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private void UpdateAttack(float deltaTime)
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@@ -55,7 +55,7 @@ namespace Subsurface
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public virtual void UpdateAnim(float deltaTime) { }
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public virtual void HoldItem(float deltaTime, Camera cam, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, float holdAngle) { }
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public virtual void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle) { }
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}
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}
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@@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework;
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using Subsurface.Particles;
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using System;
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using System.Xml.Linq;
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@@ -42,6 +43,10 @@ namespace Subsurface
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public readonly float Damage;
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public readonly float BleedingDamage;
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private Sound sound;
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private ParticleEmitterPrefab particleEmitterPrefab;
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public readonly float Stun;
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private float priority;
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@@ -73,12 +78,23 @@ namespace Subsurface
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Stun = ToolBox.GetAttributeFloat(element, "stun", 0.0f);
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string soundPath = ToolBox.GetAttributeString(element, "sound", "");
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if (!string.IsNullOrWhiteSpace(soundPath))
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{
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sound = Sound.Load(soundPath);
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}
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Range = FarseerPhysics.ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "range", 0.0f));
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Duration = ToolBox.GetAttributeFloat(element, "duration", 0.0f);
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priority = ToolBox.GetAttributeFloat(element, "priority", 1.0f);
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLower() == "particleemitter") particleEmitterPrefab = new ParticleEmitterPrefab(subElement);
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}
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}
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public AttackResult DoDamage(IDamageable target, Vector2 position, float deltaTime, bool playSound = true)
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@@ -89,28 +105,28 @@ namespace Subsurface
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if (target as Character == null)
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{
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damageAmount = StructureDamage;
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//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt: DamageSoundType.StructureSlash;
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}
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else
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{
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damageAmount = Damage;
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//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
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}
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//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
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//if (playSound) AmbientSoundManager.PlayDamageSound(damageSoundType, damageAmount, position);
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if (Duration > 0.0f) damageAmount *= deltaTime;
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float bleedingAmount = (Duration == 0.0f) ? BleedingDamage : BleedingDamage * deltaTime;
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if (damageAmount > 0.0f)
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if (particleEmitterPrefab != null)
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{
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return target.AddDamage(position, DamageType, damageAmount, bleedingAmount, Stun, playSound);
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particleEmitterPrefab.Emit(position);
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}
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else
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if (sound!=null)
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{
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return new AttackResult(0.0f, 0.0f);
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sound.Play(1.0f, 500.0f, position);
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}
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return target.AddDamage(position, DamageType, damageAmount, bleedingAmount, Stun, playSound);
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}
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}
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}
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@@ -549,7 +549,7 @@ namespace Subsurface
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if (GetInputState(InputType.ActionHeld)) selectedConstruction.Use(deltaTime, this);
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if (GetInputState(InputType.SecondaryHeld)) selectedConstruction.SecondaryUse(deltaTime, this);
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}
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if (IsNetworkPlayer)
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{
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foreach (Key key in keys)
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@@ -920,9 +920,6 @@ namespace Subsurface
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private void Implode()
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{
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Limb torso= AnimController.GetLimb(LimbType.Torso);
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if (torso == null) torso = AnimController.GetLimb(LimbType.Head);
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Vector2 centerOfMass = AnimController.GetCenterOfMass();
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health = 0.0f;
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@@ -935,17 +932,17 @@ namespace Subsurface
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// limb.Damage = 100.0f;
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}
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AmbientSoundManager.PlayDamageSound(DamageSoundType.Implode, 50.0f, torso.body.FarseerBody);
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AmbientSoundManager.PlayDamageSound(DamageSoundType.Implode, 50.0f, AnimController.RefLimb.body.FarseerBody);
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for (int i = 0; i < 10; i++)
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{
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Particle p = Game1.ParticleManager.CreateParticle("waterblood",
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torso.Position + new Vector2(Rand.Range(-50f, 50f), Rand.Range(-50f, 50f)),
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centerOfMass + Rand.Vector(50.0f),
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Vector2.Zero);
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if (p!=null) p.Size *= 2.0f;
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Game1.ParticleManager.CreateParticle("bubbles",
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torso.SimPosition,
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centerOfMass + Rand.Vector(50.0f),
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new Vector2(Rand.Range(-50f, 50f), Rand.Range(-100f,50f)));
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}
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@@ -1083,8 +1080,8 @@ namespace Subsurface
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int i = 0;
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foreach (Limb limb in AnimController.limbs)
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{
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message.Write(limb.body.Position.X);
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message.Write(limb.body.Position.Y);
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message.Write(limb.body.SimPosition.X);
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message.Write(limb.body.SimPosition.Y);
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//message.Write(limb.body.LinearVelocity.X);
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//message.Write(limb.body.LinearVelocity.Y);
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@@ -1103,8 +1100,8 @@ namespace Subsurface
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}
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else
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{
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message.Write(AnimController.RefLimb.Position.X);
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message.Write(AnimController.RefLimb.Position.Y);
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message.Write(AnimController.RefLimb.SimPosition.X);
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message.Write(AnimController.RefLimb.SimPosition.Y);
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LargeUpdateTimer = Math.Max(0, LargeUpdateTimer-1);
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}
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@@ -202,7 +202,7 @@ namespace Subsurface
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float footMid = (leftFoot.SimPosition.X + rightFoot.SimPosition.X) / 2.0f;
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movement = MathUtils.SmoothStep(movement, TargetMovement, 0.5f);
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movement = MathUtils.SmoothStep(movement, TargetMovement, 0.4f);
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movement.Y = 0.0f;
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//place the anchors of the head and the torso to make the ragdoll stand
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@@ -678,7 +678,54 @@ namespace Subsurface
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//MoveLimb(rightLeg, footPos, 0.7f);
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}
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public override void HoldItem(float deltaTime, Camera cam, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, float holdAngle)
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//float punchTimer;
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//bool punching;
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//public void Punch()
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//{
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// if (punchTimer < 0.01f) punching = true;
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// Limb rightHand = GetLimb(LimbType.RightHand);
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// Limb head = GetLimb(LimbType.Head);
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// Vector2 diff = Vector2.Normalize(character.CursorPosition - RefLimb.Position);
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// rightHand.body.ApplyLinearImpulse(diff * 20.0f);
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// head.body.ApplyLinearImpulse(diff * 5.0f);
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// head.body.ApplyTorque(Dir*100.0f);
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//}
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//public void Block(float deltaTime)
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//{
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// Limb head = GetLimb(LimbType.Head);
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// Limb torso = GetLimb(LimbType.Torso);
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// Limb leftHand = GetLimb(LimbType.LeftHand);
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// Limb leftFoot = GetLimb(LimbType.LeftFoot);
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// Limb rightHand = GetLimb(LimbType.RightHand);
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// Vector2 pos = head.SimPosition;
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// rightHand.Disabled = true;
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// leftHand.Disabled = true;
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// HandIK(leftHand, pos + new Vector2(0.25f*Dir, 0.0f));
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// if (punching)
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// {
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// punchTimer += deltaTime*10.0f;
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// if (punchTimer>2.0f)
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// {
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// punching = false;
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// }
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// }
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// else
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// {
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// punchTimer = MathHelper.Lerp(punchTimer, 0.0f, 0.3f);
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// HandIK(rightHand, pos + new Vector2((0.3f + punchTimer) * Dir, 0.1f));
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// }
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//}
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public override void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle)
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{
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//calculate the handle positions
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Matrix itemTransfrom = Matrix.CreateRotationZ(item.body.Rotation);
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@@ -689,14 +736,12 @@ namespace Subsurface
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Limb head = GetLimb(LimbType.Head);
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Limb torso = GetLimb(LimbType.Torso);
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Limb leftHand = GetLimb(LimbType.LeftHand);
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Limb leftArm = GetLimb(LimbType.LeftArm);
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Limb rightHand = GetLimb(LimbType.RightHand);
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Limb rightArm = GetLimb(LimbType.RightArm);
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Vector2 itemPos = character.GetInputState(InputType.SecondaryHeld) ? aimPos : holdPos;
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Vector2 itemPos = aim ? aimPos : holdPos;
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float itemAngle;
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if (stunTimer <= 0.0f && character.GetInputState(InputType.SecondaryHeld) && itemPos != Vector2.Zero)
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if (stunTimer <= 0.0f && aim && itemPos != Vector2.Zero)
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{
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Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
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@@ -731,13 +776,11 @@ namespace Subsurface
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{
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transformedHoldPos = rightHand.pullJoint.WorldAnchorA - transformedHandlePos[0];
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itemAngle = (rightHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
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//rightHand.Disabled = true;
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}
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if (character.SelectedItems[1] == item)
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{
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transformedHoldPos = leftHand.pullJoint.WorldAnchorA - transformedHandlePos[1];
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itemAngle = (leftHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
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//leftHand.Disabled = true;
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}
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}
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else
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@@ -759,13 +802,10 @@ namespace Subsurface
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transformedHoldPos += Vector2.Transform(itemPos, torsoTransform);
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}
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Vector2 bodyVelocity = torso.body.LinearVelocity / 60.0f;
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item.body.ResetDynamics();
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item.body.SetTransform(MathUtils.SmoothStep(item.body.Position, transformedHoldPos + bodyVelocity, 0.5f), itemAngle);
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//item.body.SmoothRotate(itemAngle, 50.0f);
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item.body.SetTransform(MathUtils.SmoothStep(item.body.SimPosition, transformedHoldPos + bodyVelocity, 0.5f), itemAngle);
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for (int i = 0; i < 2; i++)
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{
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@@ -775,26 +815,6 @@ namespace Subsurface
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Limb hand = (i == 0) ? rightHand : leftHand;
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HandIK(hand, transformedHoldPos + transformedHandlePos[i]);
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//Limb arm = (i == 0) ? rightArm : leftArm;
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////hand length
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//float a = 37.0f;
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////arm length
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//float b = 28.0f;
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////distance from shoulder to holdpos
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//float c = ConvertUnits.ToDisplayUnits(Vector2.Distance(transformedHoldPos + transformedHandlePos[i], shoulderPos));
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//c = MathHelper.Clamp(a + b - 1, b-a, c);
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||||
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//float ang2 = MathUtils.VectorToAngle((transformedHoldPos + transformedHandlePos[i]) - shoulderPos)+MathHelper.PiOver2;
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||||
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//float armAngle = MathUtils.SolveTriangleSSS(a, b, c);
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||||
//float handAngle = MathUtils.SolveTriangleSSS(b, a, c);
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||||
|
||||
//arm.body.SmoothRotate((ang2 - armAngle * Dir), 20.0f);
|
||||
//hand.body.SmoothRotate((ang2 + handAngle * Dir), 100.0f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -837,7 +857,7 @@ namespace Subsurface
|
||||
{
|
||||
if (character.SelectedItems[i] != null)
|
||||
{
|
||||
difference = character.SelectedItems[i].body.Position - torso.SimPosition;
|
||||
difference = character.SelectedItems[i].body.SimPosition - torso.SimPosition;
|
||||
difference = Vector2.Transform(difference, torsoTransform);
|
||||
difference.Y = -difference.Y;
|
||||
|
||||
@@ -855,14 +875,14 @@ namespace Subsurface
|
||||
case LimbType.LeftArm:
|
||||
case LimbType.RightHand:
|
||||
case LimbType.RightArm:
|
||||
difference = l.body.Position - torso.SimPosition;
|
||||
difference = l.body.SimPosition - torso.SimPosition;
|
||||
difference = Vector2.Transform(difference, torsoTransform);
|
||||
difference.Y = -difference.Y;
|
||||
|
||||
l.body.SetTransform(torso.SimPosition + Vector2.Transform(difference, -torsoTransform), -l.body.Rotation);
|
||||
break;
|
||||
default:
|
||||
if (!inWater) l.body.SetTransform(l.body.Position,
|
||||
if (!inWater) l.body.SetTransform(l.body.SimPosition,
|
||||
MathUtils.WrapAnglePi(l.body.Rotation * (l.DoesFlip ? -1.0f : 1.0f)));
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -79,12 +79,12 @@ namespace Subsurface
|
||||
|
||||
public Vector2 Position
|
||||
{
|
||||
get { return ConvertUnits.ToDisplayUnits(body.Position); }
|
||||
get { return ConvertUnits.ToDisplayUnits(body.SimPosition); }
|
||||
}
|
||||
|
||||
public Vector2 SimPosition
|
||||
{
|
||||
get { return body.Position; }
|
||||
get { return body.SimPosition; }
|
||||
}
|
||||
|
||||
public float Rotation
|
||||
@@ -271,7 +271,7 @@ namespace Subsurface
|
||||
|
||||
public void Move(Vector2 pos, float amount, bool pullFromCenter=false)
|
||||
{
|
||||
Vector2 pullPos = body.Position;
|
||||
Vector2 pullPos = body.SimPosition;
|
||||
if (pullJoint!=null && !pullFromCenter)
|
||||
{
|
||||
pullPos = pullJoint.WorldAnchorA;
|
||||
@@ -318,19 +318,8 @@ namespace Subsurface
|
||||
//Bleeding += bleedingAmount;
|
||||
//Damage += amount;
|
||||
|
||||
float bloodAmount = hitArmor ? 0 : (int)Math.Min((int)(amount * 2.0f), 20);
|
||||
//if (closestLimb.Damage>=100.0f)
|
||||
//{
|
||||
// bloodAmount *= 2;
|
||||
// foreach (var joint in animController.limbJoints)
|
||||
// {
|
||||
// if (!(joint.BodyA == closestLimb.body.FarseerBody) && !(joint.BodyB == closestLimb.body.FarseerBody)) continue;
|
||||
|
||||
// joint.Enabled = false;
|
||||
// break;
|
||||
// }
|
||||
//}
|
||||
|
||||
float bloodAmount = hitArmor || bleedingAmount<=0.0f ? 0 : (int)Math.Min((int)(amount * 2.0f), 20);
|
||||
|
||||
for (int i = 0; i < bloodAmount; i++)
|
||||
{
|
||||
Vector2 particleVel = SimPosition - position;
|
||||
@@ -357,7 +346,7 @@ namespace Subsurface
|
||||
foreach (Limb limb in character.AnimController.limbs)
|
||||
{
|
||||
limb.body.ResetDynamics();
|
||||
limb.body.SetTransform(body.Position, 0.0f);
|
||||
limb.body.SetTransform(body.SimPosition, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -283,7 +283,8 @@ namespace Subsurface
|
||||
}
|
||||
else if (structure.StairDirection!=Direction.None)
|
||||
{
|
||||
if (inWater || !(targetMovement.Y>Math.Abs(targetMovement.X/2.0f)) && lowestLimb.Position.Y < structure.Rect.Y - structure.Rect.Height + 50.0f)
|
||||
if ((inWater || !(targetMovement.Y>Math.Abs(targetMovement.X/2.0f))) &&
|
||||
lowestLimb.Position.Y < structure.Rect.Y - structure.Rect.Height + 50.0f)
|
||||
{
|
||||
stairs = null;
|
||||
return false;
|
||||
@@ -341,9 +342,13 @@ namespace Subsurface
|
||||
if (impact > 1.0f && l.HitSound != null && l.soundTimer <= 0.0f) l.HitSound.Play(Math.Min(impact / 5.0f, 1.0f), impact * 100.0f, l.body.FarseerBody);
|
||||
|
||||
if (impact > l.impactTolerance)
|
||||
{
|
||||
{
|
||||
character.Health -= (impact - l.impactTolerance * 0.1f);
|
||||
strongestImpact = Math.Max(strongestImpact, impact - l.impactTolerance);
|
||||
|
||||
AmbientSoundManager.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, l.body.FarseerBody);
|
||||
|
||||
if (Character.Controlled == character) Game1.GameScreen.Cam.Shake = strongestImpact;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -385,7 +390,10 @@ namespace Subsurface
|
||||
if (refLimb.body.TargetPosition != Vector2.Zero)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(refLimb.body.TargetPosition);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X-5, (int)-pos.Y-5, 10, 10), Color.LightBlue, false);
|
||||
pos.Y = -pos.Y;
|
||||
GUI.DrawLine(spriteBatch, pos+new Vector2(-30.0f,0.0f), pos+new Vector2(30.0f,0.0f), Color.LightBlue);
|
||||
GUI.DrawLine(spriteBatch, pos + new Vector2(0.0f,-30.0f), pos + new Vector2(0.0f,30.0f), Color.LightBlue);
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -502,7 +510,8 @@ namespace Subsurface
|
||||
inWater = false;
|
||||
headInWater = false;
|
||||
|
||||
if (currentHull.Volume > currentHull.FullVolume * 0.95f || ConvertUnits.ToSimUnits(currentHull.Surface) - floorY > HeadPosition * 0.95f)
|
||||
if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
|
||||
ConvertUnits.ToSimUnits(currentHull.Surface) - floorY > HeadPosition * 0.95f)
|
||||
inWater = true;
|
||||
|
||||
}
|
||||
@@ -517,13 +526,13 @@ namespace Subsurface
|
||||
|
||||
bool prevInWater = limb.inWater;
|
||||
limb.inWater = false;
|
||||
|
||||
if (limbHull==null)
|
||||
|
||||
if (limbHull == null)
|
||||
{
|
||||
//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))
|
||||
else if (limbHull.Volume > 0.0f && Submarine.RectContains(limbHull.Rect, limbPosition))
|
||||
{
|
||||
|
||||
if (limbPosition.Y < limbHull.Surface)
|
||||
@@ -578,9 +587,7 @@ namespace Subsurface
|
||||
limbHull.WaveVel[n] = Math.Min(impulse.Y * 1.0f, 5.0f);
|
||||
StrongestImpact = ((impulse.Length() * 0.5f) - limb.impactTolerance);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
limb.Update(deltaTime);
|
||||
@@ -591,7 +598,11 @@ namespace Subsurface
|
||||
|
||||
private void UpdateNetplayerPosition()
|
||||
{
|
||||
if (refLimb.body.TargetPosition == Vector2.Zero) return;
|
||||
if (refLimb.body.TargetPosition == Vector2.Zero)
|
||||
{
|
||||
correctionMovement = Vector2.Zero;
|
||||
return;
|
||||
}
|
||||
|
||||
//if the limb is further away than resetdistance, all limbs are immediately snapped to their targetpositions
|
||||
float resetDistance = NetConfig.ResetRagdollDistance;
|
||||
@@ -599,10 +610,10 @@ namespace Subsurface
|
||||
//if the limb is closer than alloweddistance, just ignore the difference
|
||||
float allowedDistance = NetConfig.AllowedRagdollDistance;
|
||||
|
||||
float dist = Vector2.Distance(refLimb.body.Position, refLimb.body.TargetPosition);
|
||||
float dist = Vector2.Distance(refLimb.body.SimPosition, refLimb.body.TargetPosition);
|
||||
bool resetAll = (dist > resetDistance && character.LargeUpdateTimer == 1);
|
||||
|
||||
Vector2 newMovement = (refLimb.body.TargetPosition - refLimb.body.Position);
|
||||
Vector2 newMovement = (refLimb.body.TargetPosition - refLimb.body.SimPosition);
|
||||
|
||||
if (newMovement == Vector2.Zero || newMovement.Length() < allowedDistance)
|
||||
{
|
||||
@@ -623,7 +634,7 @@ namespace Subsurface
|
||||
}
|
||||
else
|
||||
{
|
||||
correctionMovement = Vector2.Normalize(newMovement) * Math.Min(1.0f + dist, 3.0f);
|
||||
correctionMovement = Vector2.Normalize(newMovement) * Math.Min(0.1f + dist, 3.0f);
|
||||
if (Math.Abs(correctionMovement.Y) < 0.1f) correctionMovement.Y = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -170,7 +170,7 @@ namespace Subsurface.Items.Components
|
||||
transformedItemPos = Vector2.Transform(transformedItemPos, transform);
|
||||
transformedItemInterval = Vector2.Transform(transformedItemInterval, transform);
|
||||
|
||||
transformedItemPos += ConvertUnits.ToDisplayUnits(item.body.Position);
|
||||
transformedItemPos += ConvertUnits.ToDisplayUnits(item.body.SimPosition);
|
||||
|
||||
currentRotation += item.body.Rotation;
|
||||
}
|
||||
|
||||
@@ -216,7 +216,7 @@ namespace Subsurface.Items.Components
|
||||
|
||||
//LinkedGap.Move(amount);
|
||||
|
||||
body.SetTransform(body.Position + ConvertUnits.ToSimUnits(amount), 0.0f);
|
||||
body.SetTransform(body.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f);
|
||||
|
||||
convexHull.Move(amount);
|
||||
if (convexHull2 != null) convexHull2.Move(amount);
|
||||
|
||||
@@ -223,7 +223,7 @@ namespace Subsurface.Items.Components
|
||||
|
||||
//item.sprite.Depth = picker.AnimController.GetLimb(LimbType.RightHand).sprite.Depth + 0.01f;
|
||||
|
||||
ac.HoldItem(deltaTime, cam, item, handlePos, holdPos, aimPos, holdAngle);
|
||||
ac.HoldItem(deltaTime, item, handlePos, holdPos, aimPos, picker.GetInputState(InputType.SecondaryHeld), holdAngle);
|
||||
}
|
||||
|
||||
protected void Flip(Item item)
|
||||
|
||||
189
Subsurface/Source/Items/Components/Holdable/MeleeWeapon.cs
Normal file
189
Subsurface/Source/Items/Components/Holdable/MeleeWeapon.cs
Normal file
@@ -0,0 +1,189 @@
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface.Items.Components
|
||||
{
|
||||
class MeleeWeapon : Holdable
|
||||
{
|
||||
private float hitPos;
|
||||
|
||||
private bool hitting;
|
||||
|
||||
private Attack attack;
|
||||
|
||||
private float range;
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float Range
|
||||
{
|
||||
get { return ConvertUnits.ToDisplayUnits(range); }
|
||||
set { range = ConvertUnits.ToSimUnits(value); }
|
||||
}
|
||||
|
||||
public MeleeWeapon(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
//throwForce = ToolBox.GetAttributeFloat(element, "throwforce", 1.0f);
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().ToLower() != "attack") continue;
|
||||
attack = new Attack(subElement);
|
||||
}
|
||||
|
||||
if (attack==null)
|
||||
{
|
||||
DebugConsole.ThrowError("Item ''"+item.Name+"'' doesn't have an attack configured");
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == null) return false;
|
||||
if (!character.GetInputState(InputType.SecondaryHeld) || hitting) return false;
|
||||
|
||||
if (hitPos < MathHelper.Pi * 0.69f) return false;
|
||||
|
||||
item.body.FarseerBody.CollisionCategories = Physics.CollisionProjectile;
|
||||
item.body.FarseerBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall;
|
||||
item.body.FarseerBody.OnCollision += OnCollision;
|
||||
|
||||
foreach (Limb l in character.AnimController.limbs)
|
||||
{
|
||||
item.body.FarseerBody.IgnoreCollisionWith(l.body.FarseerBody);
|
||||
|
||||
if (l.type == LimbType.LeftFoot || l.type == LimbType.LeftThigh || l.type == LimbType.LeftLeg) continue;
|
||||
|
||||
if (l.type == LimbType.Head || l.type == LimbType.Torso)
|
||||
{
|
||||
l.body.ApplyLinearImpulse(new Vector2(character.AnimController.Dir * 7.0f, -4.0f));
|
||||
}
|
||||
else
|
||||
{
|
||||
l.body.ApplyLinearImpulse(new Vector2(character.AnimController.Dir * 5.0f, -2.0f));
|
||||
}
|
||||
}
|
||||
|
||||
hitting = true;
|
||||
|
||||
isActive = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Drop(Character dropper)
|
||||
{
|
||||
base.Drop(dropper);
|
||||
|
||||
hitting = false;
|
||||
hitPos = 0.0f;
|
||||
}
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
{
|
||||
Update(deltaTime, cam);
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (!item.body.Enabled) return;
|
||||
if (!picker.HasSelectedItem(item)) isActive = false;
|
||||
|
||||
if (!picker.GetInputState(InputType.SecondaryHeld) && !hitting) hitPos = 0.0f;
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
|
||||
|
||||
if (item.body.Dir != picker.AnimController.Dir) Flip(item);
|
||||
|
||||
AnimController ac = picker.AnimController;
|
||||
|
||||
Limb rightHand = ac.GetLimb(LimbType.RightHand);
|
||||
|
||||
if (!hitting)
|
||||
{
|
||||
if (picker.GetInputState(InputType.SecondaryHeld))
|
||||
{
|
||||
hitPos = (float)System.Math.Min(hitPos+deltaTime*5.0f, MathHelper.Pi*0.7f);
|
||||
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, -0.1f), new Vector2(-0.3f, 0.2f), false, hitPos);
|
||||
}
|
||||
else
|
||||
{
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(hitPos, 0.0f), aimPos, false, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
//Vector2 diff = Vector2.Normalize(picker.CursorPosition - ac.RefLimb.Position);
|
||||
//diff.X = diff.X * ac.Dir;
|
||||
|
||||
hitPos -= deltaTime*15.0f;
|
||||
|
||||
//angl = -hitPos * 2.0f;
|
||||
// System.Diagnostics.Debug.WriteLine("<1.0f "+hitPos);
|
||||
|
||||
|
||||
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, -0.1f), new Vector2(-0.3f, 0.2f), false, hitPos);
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// System.Diagnostics.Debug.WriteLine(">1.0f " + hitPos);
|
||||
// ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.5f, 0.2f), new Vector2(1.0f, 0.2f), false, 0.0f);
|
||||
//}
|
||||
|
||||
if (hitPos < -MathHelper.PiOver4*1.2f)
|
||||
{
|
||||
RestoreCollision();
|
||||
hitting = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void RestoreCollision()
|
||||
{
|
||||
item.body.FarseerBody.OnCollision -= OnCollision;
|
||||
|
||||
item.body.CollisionCategories = Physics.CollisionMisc;
|
||||
item.body.CollidesWith = Physics.CollisionWall;
|
||||
|
||||
foreach (Limb l in picker.AnimController.limbs)
|
||||
{
|
||||
item.body.FarseerBody.RestoreCollisionWith(l.body.FarseerBody);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private bool OnCollision(Fixture f1, Fixture f2, Contact contact)
|
||||
{
|
||||
IDamageable target = null;
|
||||
|
||||
Limb limb = f2.Body.UserData as Limb;
|
||||
if (limb != null)
|
||||
{
|
||||
if (limb.character == picker) return false;
|
||||
target = limb.character;
|
||||
}
|
||||
|
||||
if (target==null)
|
||||
{
|
||||
target = f2.Body.UserData as IDamageable;
|
||||
}
|
||||
|
||||
if (target == null) return false;
|
||||
|
||||
attack.DoDamage(target, item.Position, 1.0f);
|
||||
|
||||
RestoreCollision();
|
||||
hitting = false;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -28,7 +28,7 @@ namespace Subsurface.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.Position);
|
||||
return (Vector2.Transform(flippedPos, bodyTransform) + item.body.SimPosition);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -65,7 +65,7 @@ namespace Subsurface.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.Position);
|
||||
return (Vector2.Transform(flippedPos, bodyTransform) + item.body.SimPosition);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -108,7 +108,7 @@ namespace Subsurface.Items.Components
|
||||
|
||||
isActive = true;
|
||||
|
||||
Vector2 targetPosition = item.body.Position;
|
||||
Vector2 targetPosition = item.body.SimPosition;
|
||||
//targetPosition = targetPosition.X, -targetPosition.Y);
|
||||
|
||||
targetPosition += new Vector2(
|
||||
|
||||
@@ -30,6 +30,22 @@ namespace Subsurface.Items.Components
|
||||
if (character == null) return false;
|
||||
if (!character.GetInputState(InputType.SecondaryHeld) || throwing) return false;
|
||||
|
||||
//Vector2 diff = Vector2.Normalize(character.CursorPosition - character.AnimController.RefLimb.Position);
|
||||
|
||||
//if (character.SelectedItems[1]==item)
|
||||
//{
|
||||
// Limb leftHand = character.AnimController.GetLimb(LimbType.LeftHand);
|
||||
// leftHand.body.ApplyLinearImpulse(diff * 20.0f);
|
||||
// leftHand.Disabled = true;
|
||||
//}
|
||||
|
||||
//if (character.SelectedItems[0] == item)
|
||||
//{
|
||||
// Limb rightHand = character.AnimController.GetLimb(LimbType.RightHand);
|
||||
// rightHand.body.ApplyLinearImpulse(diff * 20.0f);
|
||||
// rightHand.Disabled = true;
|
||||
//}
|
||||
|
||||
throwing = true;
|
||||
|
||||
isActive = true;
|
||||
@@ -39,7 +55,6 @@ namespace Subsurface.Items.Components
|
||||
public override void SecondaryUse(float deltaTime, Character character = null)
|
||||
{
|
||||
if (throwing) return;
|
||||
throwPos = 0.25f;
|
||||
}
|
||||
|
||||
public override void Drop(Character dropper)
|
||||
@@ -68,31 +83,59 @@ namespace Subsurface.Items.Components
|
||||
|
||||
AnimController ac = picker.AnimController;
|
||||
|
||||
ac.HoldItem(deltaTime, cam, item, handlePos, new Vector2(throwPos, 0.0f), aimPos, holdAngle);
|
||||
|
||||
if (!throwing) return;
|
||||
|
||||
throwPos += deltaTime*5.0f;
|
||||
|
||||
Vector2 throwVector = ConvertUnits.ToSimUnits(picker.CursorPosition) - item.body.Position;
|
||||
throwVector = Vector2.Normalize(throwVector);
|
||||
|
||||
if (handlePos[0]!=Vector2.Zero)
|
||||
if (!throwing)
|
||||
{
|
||||
Limb leftHand = ac.GetLimb(LimbType.LeftHand);
|
||||
leftHand.body.ApplyForce(throwVector*10.0f);
|
||||
if (picker.GetInputState(InputType.SecondaryHeld))
|
||||
{
|
||||
throwPos = (float)System.Math.Min(throwPos+deltaTime*5.0f, MathHelper.Pi*0.7f);
|
||||
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, -0.0f), new Vector2(-0.3f, 0.2f), false, throwPos);
|
||||
}
|
||||
else
|
||||
{
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(throwPos, 0.0f), aimPos, false, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
//Vector2 diff = Vector2.Normalize(picker.CursorPosition - ac.RefLimb.Position);
|
||||
//diff.X = diff.X * ac.Dir;
|
||||
|
||||
if (handlePos[1] != Vector2.Zero)
|
||||
{
|
||||
Limb rightHand = ac.GetLimb(LimbType.RightHand);
|
||||
rightHand.body.ApplyForce(throwVector * 10.0f);
|
||||
}
|
||||
|
||||
if (throwPos>1.0f)
|
||||
{
|
||||
item.Drop();
|
||||
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
|
||||
throwPos -= deltaTime*15.0f;
|
||||
|
||||
//angl = -hitPos * 2.0f;
|
||||
// System.Diagnostics.Debug.WriteLine("<1.0f "+hitPos);
|
||||
|
||||
|
||||
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, 0.0f), new Vector2(-0.3f, 0.2f), false, throwPos);
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// System.Diagnostics.Debug.WriteLine(">1.0f " + hitPos);
|
||||
// ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.5f, 0.2f), new Vector2(1.0f, 0.2f), false, 0.0f);
|
||||
//}
|
||||
|
||||
|
||||
if (throwPos < -0.0)
|
||||
{
|
||||
|
||||
Vector2 throwVector = picker.CursorPosition - picker.AnimController.RefLimb.Position;
|
||||
throwVector = Vector2.Normalize(throwVector);
|
||||
|
||||
item.Drop();
|
||||
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
|
||||
|
||||
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
|
||||
ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f);
|
||||
|
||||
Limb rightHand = ac.GetLimb(LimbType.RightHand);
|
||||
item.body.AngularVelocity = rightHand.body.AngularVelocity;
|
||||
|
||||
throwing = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -99,7 +99,7 @@ namespace Subsurface.Items.Components
|
||||
pingCircle.Draw(spriteBatch, center, Color.White * (1.0f-pingState), 0.0f, (rect.Width/pingCircle.size.X)*pingState);
|
||||
}
|
||||
|
||||
float radius = pingCircle.size.X / 2.0f;
|
||||
float radius = rect.Width / 2.0f;
|
||||
|
||||
float simScale = 1.5f;
|
||||
float displayScale = 0.015f;
|
||||
|
||||
@@ -200,7 +200,7 @@ namespace Subsurface.Items.Components
|
||||
{
|
||||
if (stickJoint != null) return false;
|
||||
|
||||
stickJoint = new PrismaticJoint(targetBody, item.body.FarseerBody, item.body.Position, axis, true);
|
||||
stickJoint = new PrismaticJoint(targetBody, item.body.FarseerBody, item.body.SimPosition, axis, true);
|
||||
stickJoint.MotorEnabled = true;
|
||||
stickJoint.MaxMotorForce = 30.0f;
|
||||
|
||||
|
||||
@@ -83,8 +83,8 @@ namespace Subsurface.Items.Components
|
||||
|
||||
|
||||
Path ropePath = new Path();
|
||||
ropePath.Add(item.body.Position);
|
||||
ropePath.Add(item.body.Position + new Vector2(length, 0.0f));
|
||||
ropePath.Add(item.body.SimPosition);
|
||||
ropePath.Add(item.body.SimPosition + new Vector2(length, 0.0f));
|
||||
ropePath.Closed = false;
|
||||
|
||||
Vertices box = PolygonTools.CreateRectangle(sectionLength, 0.05f);
|
||||
@@ -202,7 +202,7 @@ namespace Subsurface.Items.Components
|
||||
|
||||
if (Vector2.Distance(TransformedBarrelPos, projectile.SimPosition)>len*sectionLength)
|
||||
{
|
||||
Vector2 stopForce = projectile.SimPosition - ropeBodies[ropeBodies.Length-1].Position;
|
||||
Vector2 stopForce = projectile.SimPosition - ropeBodies[ropeBodies.Length-1].SimPosition;
|
||||
stopForce = Vector2.Normalize(stopForce);
|
||||
|
||||
float dotProduct = Vector2.Dot(stopForce, Vector2.Normalize(projectile.body.LinearVelocity));
|
||||
@@ -286,7 +286,7 @@ namespace Subsurface.Items.Components
|
||||
|
||||
foreach (PhysicsBody b in ropeBodies)
|
||||
{
|
||||
b.SetTransform(item.body.Position, 0.0f);
|
||||
b.SetTransform(item.body.SimPosition, 0.0f);
|
||||
b.UserData = false;
|
||||
b.Enabled = true;
|
||||
}
|
||||
@@ -296,7 +296,7 @@ namespace Subsurface.Items.Components
|
||||
if (joint!=null) joint.Enabled = true;
|
||||
}
|
||||
|
||||
ropeBodies[ropeBodies.Length - 1].SetTransform(projectile.body.Position, projectile.body.Rotation);
|
||||
ropeBodies[ropeBodies.Length - 1].SetTransform(projectile.body.SimPosition, projectile.body.Rotation);
|
||||
|
||||
//attach projectile to the last section of the rope
|
||||
if (ropeJoints[ropeJoints.Length-1] != null) Game1.World.RemoveJoint(ropeJoints[ropeJoints.Length-1]);
|
||||
|
||||
@@ -86,7 +86,7 @@ namespace Subsurface.Items.Components
|
||||
|
||||
if (item.body != null)
|
||||
{
|
||||
light.Position = ConvertUnits.ToDisplayUnits(item.body.Position);
|
||||
light.Position = ConvertUnits.ToDisplayUnits(item.body.SimPosition);
|
||||
}
|
||||
|
||||
Pickable pickable = item.GetComponent<Pickable>();
|
||||
|
||||
@@ -314,7 +314,7 @@ namespace Subsurface
|
||||
{
|
||||
body.SetTransform(position, rotation);
|
||||
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.Position);
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
|
||||
|
||||
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
|
||||
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
|
||||
@@ -328,7 +328,7 @@ namespace Subsurface
|
||||
{
|
||||
amount = ConvertUnits.ToSimUnits(amount);
|
||||
//Vector2 pos = new Vector2(rect.X + rect.Width / 2.0f, rect.Y - rect.Height / 2.0f);
|
||||
body.SetTransform(body.Position+amount, body.Rotation);
|
||||
body.SetTransform(body.SimPosition+amount, body.Rotation);
|
||||
}
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
@@ -357,7 +357,7 @@ namespace Subsurface
|
||||
|
||||
public virtual Hull FindHull()
|
||||
{
|
||||
CurrentHull = Hull.FindHull((body == null) ? Position : ConvertUnits.ToDisplayUnits(body.Position), CurrentHull);
|
||||
CurrentHull = Hull.FindHull((body == null) ? Position : ConvertUnits.ToDisplayUnits(body.SimPosition), CurrentHull);
|
||||
return CurrentHull;
|
||||
}
|
||||
|
||||
@@ -495,7 +495,7 @@ namespace Subsurface
|
||||
|
||||
if (body.LinearVelocity.Length()>0.001f) FindHull();
|
||||
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.Position);
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
|
||||
|
||||
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
|
||||
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
|
||||
@@ -505,10 +505,10 @@ namespace Subsurface
|
||||
if (CurrentHull != null)
|
||||
{
|
||||
float surfaceY = ConvertUnits.ToSimUnits(CurrentHull.Surface);
|
||||
if (surfaceY > body.Position.Y) return;
|
||||
if (surfaceY > body.SimPosition.Y) return;
|
||||
|
||||
//the item has gone through the surface of the water -> apply an impulse which serves as surface tension
|
||||
if ((body.Position.Y - (body.LinearVelocity.Y / 60.0f)) < surfaceY)
|
||||
if ((body.SimPosition.Y - (body.LinearVelocity.Y / 60.0f)) < surfaceY)
|
||||
{
|
||||
Vector2 impulse = -body.LinearVelocity * (body.Mass / body.Density);
|
||||
body.ApplyLinearImpulse(impulse);
|
||||
@@ -528,7 +528,7 @@ namespace Subsurface
|
||||
if (body.LinearVelocity != Vector2.Zero && body.LinearVelocity.Length() > 1000.0f)
|
||||
{
|
||||
body.ResetDynamics();
|
||||
if (body.Position.Length() > 1000.0f)
|
||||
if (body.SimPosition.Length() > 1000.0f)
|
||||
{
|
||||
Remove();
|
||||
return;
|
||||
@@ -635,7 +635,7 @@ namespace Subsurface
|
||||
}
|
||||
}
|
||||
|
||||
editingHUD = new GUIFrame(new Rectangle(x, y, width, 110 + (editableProperties.Count() + requiredItemCount) * 30), GUI.style);
|
||||
editingHUD = new GUIFrame(new Rectangle(x, y, width, 60 + (editableProperties.Count() + requiredItemCount) * 30), GUI.style);
|
||||
editingHUD.Padding = new Vector4(10, 10, 0, 0);
|
||||
editingHUD.UserData = this;
|
||||
|
||||
@@ -707,8 +707,11 @@ namespace Subsurface
|
||||
editingHUD = CreateEditingHUD(true);
|
||||
}
|
||||
|
||||
editingHUD.Update((float)Physics.step);
|
||||
editingHUD.Draw(spriteBatch);
|
||||
if (editingHUD.Rect.Height>60)
|
||||
{
|
||||
editingHUD.Update((float)Physics.step);
|
||||
editingHUD.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
@@ -882,7 +885,6 @@ namespace Subsurface
|
||||
if (string.IsNullOrEmpty(ic.Msg)) continue;
|
||||
if (!ic.CanBePicked && !ic.CanBeSelected) continue;
|
||||
|
||||
|
||||
Color color = Color.Red;
|
||||
if (ic.HasRequiredSkills(character) && ic.HasRequiredItems(character, false)) color = Color.Orange;
|
||||
|
||||
|
||||
65
Subsurface/Source/Particles/ParticleEmitter.cs
Normal file
65
Subsurface/Source/Particles/ParticleEmitter.cs
Normal file
@@ -0,0 +1,65 @@
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using FarseerPhysics;
|
||||
using System;
|
||||
|
||||
namespace Subsurface.Particles
|
||||
{
|
||||
class ParticleEmitterPrefab
|
||||
{
|
||||
public readonly string Name;
|
||||
|
||||
public readonly ParticlePrefab particlePrefab;
|
||||
|
||||
public readonly float AngleMin, AngleMax;
|
||||
|
||||
public readonly float VelocityMin, VelocityMax;
|
||||
|
||||
public readonly float ParticleAmount;
|
||||
|
||||
public ParticleEmitterPrefab(XElement element)
|
||||
{
|
||||
Name = element.Name.ToString();
|
||||
|
||||
particlePrefab = Game1.ParticleManager.FindPrefab(ToolBox.GetAttributeString(element, "particle", ""));
|
||||
|
||||
if (element.Attribute("startrotation") == null)
|
||||
{
|
||||
AngleMin = ToolBox.GetAttributeFloat(element, "anglemin", 0.0f);
|
||||
AngleMax = ToolBox.GetAttributeFloat(element, "anglemax", 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
AngleMin = ToolBox.GetAttributeFloat(element, "angle", 0.0f);
|
||||
AngleMax = AngleMin;
|
||||
}
|
||||
|
||||
AngleMin = MathHelper.ToRadians(AngleMin);
|
||||
AngleMin = MathHelper.ToRadians(AngleMax);
|
||||
|
||||
if (element.Attribute("velocity") == null)
|
||||
{
|
||||
VelocityMin = ToolBox.GetAttributeFloat(element, "velocitymin", 0.0f);
|
||||
VelocityMax = ToolBox.GetAttributeFloat(element, "velocitymax", 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
VelocityMin = ToolBox.GetAttributeFloat(element, "velocity", 0.0f);
|
||||
VelocityMax = VelocityMin;
|
||||
}
|
||||
|
||||
ParticleAmount = ToolBox.GetAttributeInt(element, "particleamount", 1);
|
||||
}
|
||||
|
||||
public void Emit(Vector2 position)
|
||||
{
|
||||
for (int i = 0; i<ParticleAmount; i++)
|
||||
{
|
||||
float angle = Rand.Range(AngleMin, AngleMax);
|
||||
Vector2 velocity = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * Rand.Range(VelocityMin, VelocityMax);
|
||||
|
||||
Game1.ParticleManager.CreateParticle(particlePrefab, position, velocity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -46,15 +46,8 @@ namespace Subsurface.Particles
|
||||
}
|
||||
|
||||
public Particle CreateParticle(string prefabName, Vector2 position, Vector2 speed, float rotation=0.0f)
|
||||
{
|
||||
ParticlePrefab prefab;
|
||||
prefabs.TryGetValue(prefabName, out prefab);
|
||||
|
||||
if (prefab==null)
|
||||
{
|
||||
DebugConsole.ThrowError("Particle prefab "+prefabName+" not found!");
|
||||
return null;
|
||||
}
|
||||
{
|
||||
ParticlePrefab prefab = FindPrefab(prefabName);
|
||||
|
||||
return CreateParticle(prefab, position, speed, rotation);
|
||||
}
|
||||
@@ -74,6 +67,20 @@ namespace Subsurface.Particles
|
||||
|
||||
}
|
||||
|
||||
public ParticlePrefab FindPrefab(string prefabName)
|
||||
{
|
||||
ParticlePrefab prefab;
|
||||
prefabs.TryGetValue(prefabName, out prefab);
|
||||
|
||||
if (prefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Particle prefab " + prefabName + " not found!");
|
||||
return null;
|
||||
}
|
||||
|
||||
return prefab;
|
||||
}
|
||||
|
||||
private void RemoveParticle(int index)
|
||||
{
|
||||
particleCount--;
|
||||
@@ -83,8 +90,6 @@ namespace Subsurface.Particles
|
||||
particles[particleCount] = swap;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
|
||||
@@ -89,10 +89,13 @@ namespace Subsurface.Particles
|
||||
}
|
||||
else
|
||||
{
|
||||
StartRotationMin = ToolBox.GetAttributeFloat(element, "startrotatio", 0.0f);
|
||||
StartRotationMin = ToolBox.GetAttributeFloat(element, "startrotation", 0.0f);
|
||||
StartRotationMax = StartRotationMin;
|
||||
}
|
||||
|
||||
StartRotationMin = MathHelper.ToRadians(StartRotationMin);
|
||||
StartRotationMax = MathHelper.ToRadians(StartRotationMax);
|
||||
|
||||
StartColor = new Color(ToolBox.GetAttributeVector4(element, "startcolor", Vector4.One));
|
||||
StartAlpha = ToolBox.GetAttributeFloat(element, "startalpha", 1.0f);
|
||||
|
||||
|
||||
@@ -108,7 +108,7 @@ namespace Subsurface
|
||||
set { body.Enabled = value; }
|
||||
}
|
||||
|
||||
public Vector2 Position
|
||||
public Vector2 SimPosition
|
||||
{
|
||||
get { return body.Position; }
|
||||
}
|
||||
|
||||
@@ -66,7 +66,7 @@ namespace Subsurface
|
||||
if (editingCharacter != Character.CharacterList[0]) UpdateLimbLists(Character.CharacterList[0]);
|
||||
editingCharacter = Character.CharacterList[0];
|
||||
|
||||
Vector2 camPos = editingCharacter.AnimController.limbs[0].body.Position;
|
||||
Vector2 camPos = editingCharacter.AnimController.limbs[0].body.SimPosition;
|
||||
camPos = ConvertUnits.ToDisplayUnits(camPos);
|
||||
camPos.Y = -camPos.Y;
|
||||
cam.TargetPos = camPos;
|
||||
|
||||
@@ -89,7 +89,7 @@ namespace Subsurface
|
||||
|
||||
foreach (PhysicsBody pb in PhysicsBody.list)
|
||||
{
|
||||
pb.SetPrevTransform(pb.Position, pb.Rotation);
|
||||
pb.SetPrevTransform(pb.SimPosition, pb.Rotation);
|
||||
}
|
||||
|
||||
MapEntity.UpdateAll(cam, (float)Physics.step);
|
||||
|
||||
@@ -78,6 +78,7 @@
|
||||
<Compile Include="Source\GameSession\GameModes\TutorialMode.cs" />
|
||||
<Compile Include="Source\GUI\GUIMessage.cs" />
|
||||
<Compile Include="Source\GUI\TitleScreen.cs" />
|
||||
<Compile Include="Source\Items\Components\Holdable\MeleeWeapon.cs" />
|
||||
<Compile Include="Source\Items\Components\Label.cs" />
|
||||
<Compile Include="Source\Items\Components\Signal\WifiComponent.cs" />
|
||||
<Compile Include="Source\Items\Components\Signal\SignalCheckComponent.cs" />
|
||||
@@ -86,6 +87,7 @@
|
||||
<Compile Include="Source\Map\Lights\Light.cs" />
|
||||
<Compile Include="Source\Map\LocationType.cs" />
|
||||
<Compile Include="Source\Networking\NetConfig.cs" />
|
||||
<Compile Include="Source\Particles\ParticleEmitter.cs" />
|
||||
<Compile Include="Source\Screens\ServerListScreen.cs" />
|
||||
<Compile Include="Source\Utils\Rand.cs" />
|
||||
<Compile Include="Source\Events\PropertyTask.cs" />
|
||||
@@ -565,6 +567,7 @@
|
||||
</Content>
|
||||
<Content Include="Content\Items\Weapons\weapons.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<SubType>Designer</SubType>
|
||||
</Content>
|
||||
<Content Include="Content\Items\Weapons\harpoongun.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio 2013
|
||||
VisualStudioVersion = 12.0.30501.0
|
||||
VisualStudioVersion = 12.0.21005.1
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Subsurface", "Subsurface\Subsurface.csproj", "{008C0F83-E914-4966-9135-EA885059EDD8}"
|
||||
EndProject
|
||||
@@ -307,4 +307,7 @@ Global
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(Performance) = preSolution
|
||||
HasPerformanceSessions = true
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
|
||||
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