Functional level generation + moving the submarine

This commit is contained in:
Regalis
2015-06-26 23:05:51 +03:00
parent bda9b31cbe
commit 9237a9efe2
48 changed files with 1629 additions and 750 deletions
+9 -9
View File
@@ -90,8 +90,8 @@ namespace Subsurface
public override bool Contains(Vector2 position)
{
return (Map.RectContains(rect, position) &&
!Map.RectContains(new Rectangle(rect.X + 4, rect.Y - 4, rect.Width - 8, rect.Height - 8), position));
return (Submarine.RectContains(rect, position) &&
!Submarine.RectContains(new Rectangle(rect.X + 4, rect.Y - 4, rect.Width - 8, rect.Height - 8), position));
}
private void FindHulls()
@@ -102,7 +102,7 @@ namespace Subsurface
foreach (Hull h in Hull.hullList)
{
if (!Map.RectsOverlap(h.Rect, rect, false)) continue;
if (!Submarine.RectsOverlap(h.Rect, rect, false)) continue;
//if the gap is inside the hull completely, ignore it
if (rect.X > h.Rect.X && rect.X + rect.Width < h.Rect.X+h.Rect.Width &&
@@ -250,20 +250,20 @@ namespace Subsurface
pos.Y = ConvertUnits.ToSimUnits(MathHelper.Clamp(lowerSurface, rect.Y-rect.Height, rect.Y));
Game1.particleManager.CreateParticle("watersplash",
new Vector2(pos.X, pos.Y - ToolBox.RandomFloat(0.0f, 0.1f)),
new Vector2(flowForce.X * ToolBox.RandomFloat(0.005f, 0.007f), flowForce.Y * ToolBox.RandomFloat(0.005f, 0.007f)));
new Vector2(pos.X, pos.Y - ToolBox.RandomFloatLocal(0.0f, 0.1f)),
new Vector2(flowForce.X * ToolBox.RandomFloatLocal(0.005f, 0.007f), flowForce.Y * ToolBox.RandomFloatLocal(0.005f, 0.007f)));
pos.Y = ConvertUnits.ToSimUnits(ToolBox.RandomFloat(lowerSurface, rect.Y - rect.Height));
pos.Y = ConvertUnits.ToSimUnits(ToolBox.RandomFloatLocal(lowerSurface, rect.Y - rect.Height));
Game1.particleManager.CreateParticle("bubbles", pos, flowForce / 200.0f);
}
else
{
pos.Y += Math.Sign(flowForce.Y) * ConvertUnits.ToSimUnits(rect.Height / 2.0f);
for (int i = 0; i < rect.Width; i += (int)ToolBox.RandomFloat(80, 100))
for (int i = 0; i < rect.Width; i += (int)ToolBox.RandomFloatLocal(80, 100))
{
pos.X = ConvertUnits.ToSimUnits(ToolBox.RandomFloat(rect.X, rect.X+rect.Width));
pos.X = ConvertUnits.ToSimUnits(ToolBox.RandomFloatLocal(rect.X, rect.X+rect.Width));
Subsurface.Particles.Particle splash = Game1.particleManager.CreateParticle("watersplash", pos,
new Vector2(flowForce.X * ToolBox.RandomFloat(0.005f, 0.008f), flowForce.Y * ToolBox.RandomFloat(0.005f, 0.008f)));
new Vector2(flowForce.X * ToolBox.RandomFloatLocal(0.005f, 0.008f), flowForce.Y * ToolBox.RandomFloatLocal(0.005f, 0.008f)));
if (splash!=null) splash.Size = splash.Size * MathHelper.Clamp(rect.Width / 50.0f, 0.8f, 4.0f);