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

View File

@@ -66,7 +66,7 @@ namespace Subsurface.Particles
velocity = speed;
this.rotation = rotation + ToolBox.RandomFloat(prefab.startRotationMin, prefab.startRotationMax);
this.rotation = rotation + ToolBox.RandomFloatLocal(prefab.startRotationMin, prefab.startRotationMax);
prevRotation = rotation;
float rand = (float)Game1.localRandom.NextDouble();
@@ -132,7 +132,7 @@ namespace Subsurface.Particles
}
else
{
if (Map.InsideWall(new Vector2(drawPosition.X, -drawPosition.Y)))
if (Submarine.InsideWall(new Vector2(drawPosition.X, -drawPosition.Y)))
{
return false;
}

View File

@@ -61,7 +61,7 @@ namespace Subsurface.Particles
public Particle CreateParticle(ParticlePrefab prefab, Vector2 position, Vector2 speed, float rotation=0.0f)
{
if (!Map.RectContains(cam.WorldView, ConvertUnits.ToDisplayUnits(position))) return null;
if (!Submarine.RectContains(cam.WorldView, ConvertUnits.ToDisplayUnits(position))) return null;
if (particleCount >= MaxParticles) return null;
if (particles[particleCount] == null) particles[particleCount] = new Particle();