Flipping sprites of staircases & engine

This commit is contained in:
juanjp600
2016-10-01 16:41:16 -03:00
parent d7047c0df8
commit bdcd894b83
8 changed files with 81 additions and 39 deletions

View File

@@ -40,6 +40,8 @@ namespace Barotrauma
public Hull CurrentHull;
public SpriteEffects SpriteEffects = SpriteEffects.None;
//components that determine the functionality of the item
public List<ItemComponent> components;
public List<IDrawableComponent> drawableComponents;
@@ -798,16 +800,21 @@ namespace Barotrauma
}
return true;
}
public override void FlipX()
{
base.FlipX();
foreach (ItemComponent component in components)
}
public override void FlipX()
{
base.FlipX();
if (prefab.CanSpriteFlipX)
{
component.FlipX();
}
SpriteEffects ^= SpriteEffects.FlipHorizontally;
}
foreach (ItemComponent component in components)
{
component.FlipX();
}
}
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
@@ -815,6 +822,9 @@ namespace Barotrauma
Color color = (isSelected && editing) ? color = Color.Red : spriteColor;
if (isHighlighted) color = Color.Orange;
SpriteEffects oldEffects = prefab.sprite.effects;
prefab.sprite.effects ^= SpriteEffects;
if (prefab.sprite != null)
{
float depth = Sprite.Depth;
@@ -822,7 +832,7 @@ namespace Barotrauma
if (body == null)
{
if (prefab.ResizeHorizontal || prefab.ResizeVertical)
if (prefab.ResizeHorizontal || prefab.ResizeVertical || SpriteEffects.HasFlag(SpriteEffects.FlipHorizontally) || SpriteEffects.HasFlag(SpriteEffects.FlipVertically))
{
prefab.sprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X-rect.Width/2, -(DrawPosition.Y+rect.Height/2)), new Vector2(rect.Width, rect.Height), color);
}
@@ -855,6 +865,8 @@ namespace Barotrauma
}
}
prefab.sprite.effects = oldEffects;
for (int i = 0; i < drawableComponents.Count; i++ )
{
drawableComponents[i].Draw(spriteBatch, editing);
@@ -1733,32 +1745,32 @@ namespace Barotrauma
Condition = (float)message.ReadByte()/2.55f;
Client sender = null;
if (GameMain.Server != null)
{
sender = GameMain.Server.ConnectedClients.Find(c => c.Connection == message.SenderConnection);
if (sender == null || sender.Character == null || !sender.Character.CanAccessItem(this))
{
return false;
}
}
if (GameMain.Server != null)
{
sender = GameMain.Server.ConnectedClients.Find(c => c.Connection == message.SenderConnection);
if (sender == null || sender.Character == null || !sender.Character.CanAccessItem(this))
{
return false;
}
}
switch (type)
{
case NetworkEventType.DropItem:
if (GameMain.Server != null)
{
Drop(sender.Character, false);
if (body != null)
{
body.TargetPosition = sender.Character.SimPosition;
body.MoveToTargetPosition();
if (body != null)
{
body.TargetPosition = sender.Character.SimPosition;
body.MoveToTargetPosition();
}
}
else
else
{
//client should not tell the server where the item should drop
Drop(null, false);
if (body != null)
if (body != null)
{
body.ReadNetworkData(message, sendingTime);
body.MoveToTargetPosition();

View File

@@ -58,6 +58,8 @@ namespace Barotrauma
private set;
}
private bool canSpriteFlipX;
//if a matching itemprefab is not found when loading a sub, the game will attempt to find a prefab with a matching alias
//(allows changing item names while keeping backwards compatibility with older sub files)
public string[] Aliases
@@ -116,6 +118,11 @@ namespace Barotrauma
private set;
}
public bool CanSpriteFlipX
{
get { return canSpriteFlipX; }
}
public Vector2 Size
{
get { return size; }
@@ -281,6 +288,9 @@ namespace Barotrauma
spriteFolder = Path.GetDirectoryName(filePath);
}
if (ToolBox.GetAttributeBool(subElement, "canflipx", false))
canSpriteFlipX = true;
sprite = new Sprite(subElement, spriteFolder);
size = sprite.size;
break;