Amount of ambient light decreases when going deeper, closest sub can be moved with IJKL
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@@ -807,7 +807,7 @@ namespace Barotrauma
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return matchingPositions[Rand.Int(matchingPositions.Count, !useSyncedRand)].Position;
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}
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public void Update (float deltaTime)
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public void Update(float deltaTime)
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{
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if (Submarine.MainSub != null)
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{
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@@ -849,6 +849,11 @@ namespace Barotrauma
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public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
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{
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float brightness = MathHelper.Clamp(50.0f + (cam.Position.Y - Size.Y) / 2000.0f, 10.0f, 40.0f);
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float avgValue = (backgroundColor.R + backgroundColor.G + backgroundColor.G) / 3;
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GameMain.LightManager.AmbientLight = new Color(backgroundColor * (brightness / avgValue), 1.0f);
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graphics.Clear(backgroundColor);
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if (renderer == null) return;
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@@ -95,6 +95,9 @@ namespace Barotrauma
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#if DEBUG
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null)
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{
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var closestSub = Submarine.GetClosest(cam.WorldViewCenter);
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if (closestSub == null) closestSub = GameMain.GameSession.Submarine;
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Vector2 targetMovement = Vector2.Zero;
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if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
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if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
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@@ -102,7 +105,7 @@ namespace Barotrauma
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if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
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if (targetMovement != Vector2.Zero)
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GameMain.GameSession.Submarine.ApplyForce(targetMovement * GameMain.GameSession.Submarine.SubBody.Body.Mass * 100.0f);
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closestSub.ApplyForce(targetMovement * closestSub.SubBody.Body.Mass * 100.0f);
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}
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#endif
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if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
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