Dirty workaround for background music breaking during loading (the music is switched when a round starts), the "wall" at the top of the levels is drawn on top of the lightmap, small fixes in AIObjectiveGetItem and BackGroundSpriteManager
This commit is contained in:
@@ -0,0 +1,162 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class LoadingScreen
|
||||
{
|
||||
private Texture2D backgroundTexture,monsterTexture,titleTexture;
|
||||
|
||||
readonly RenderTarget2D renderTarget;
|
||||
|
||||
float state;
|
||||
|
||||
public Vector2 CenterPosition;
|
||||
|
||||
public Vector2 TitlePosition;
|
||||
|
||||
private float? loadState;
|
||||
|
||||
public Vector2 TitleSize
|
||||
{
|
||||
get { return new Vector2(titleTexture.Width, titleTexture.Height); }
|
||||
}
|
||||
|
||||
public float Scale
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float? LoadState
|
||||
{
|
||||
get { return loadState; }
|
||||
set
|
||||
{
|
||||
loadState = value;
|
||||
DrawLoadingText = true;
|
||||
}
|
||||
}
|
||||
|
||||
public bool DrawLoadingText
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
|
||||
public LoadingScreen(GraphicsDevice graphics)
|
||||
{
|
||||
backgroundTexture = TextureLoader.FromFile("Content/UI/titleBackground.png");
|
||||
monsterTexture = TextureLoader.FromFile("Content/UI/titleMonster.png");
|
||||
titleTexture = TextureLoader.FromFile("Content/UI/titleText.png");
|
||||
|
||||
renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
|
||||
DrawLoadingText = true;
|
||||
}
|
||||
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphics, float deltaTime)
|
||||
{
|
||||
drawn = true;
|
||||
|
||||
graphics.SetRenderTarget(renderTarget);
|
||||
|
||||
Scale = GameMain.GraphicsHeight/1500.0f;
|
||||
|
||||
state += deltaTime;
|
||||
|
||||
if (DrawLoadingText)
|
||||
{
|
||||
CenterPosition = new Vector2(GameMain.GraphicsWidth*0.3f, GameMain.GraphicsHeight/2.0f);
|
||||
TitlePosition = CenterPosition + new Vector2(-0.0f + (float)Math.Sqrt(state) * 220.0f, 0.0f) * Scale;
|
||||
TitlePosition.X = Math.Min(TitlePosition.X, (float)GameMain.GraphicsWidth / 2.0f);
|
||||
}
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
|
||||
graphics.Clear(Color.Black);
|
||||
|
||||
spriteBatch.Draw(backgroundTexture, CenterPosition, null, Color.White * Math.Min(state / 5.0f, 1.0f), 0.0f,
|
||||
new Vector2(backgroundTexture.Width / 2.0f, backgroundTexture.Height / 2.0f),
|
||||
Scale*1.5f, SpriteEffects.None, 0.2f);
|
||||
|
||||
spriteBatch.Draw(monsterTexture,
|
||||
CenterPosition + new Vector2((state % 40) * 100.0f - 1800.0f, (state % 40) * 30.0f - 200.0f) * Scale, null,
|
||||
Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0.1f);
|
||||
|
||||
spriteBatch.Draw(titleTexture,
|
||||
TitlePosition, null,
|
||||
Color.White * Math.Min((state - 1.0f) / 5.0f, 1.0f), 0.0f, new Vector2(titleTexture.Width / 2.0f, titleTexture.Height / 2.0f), Scale, SpriteEffects.None, 0.0f);
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
graphics.SetRenderTarget(null);
|
||||
|
||||
if (Hull.renderer != null)
|
||||
{
|
||||
Hull.renderer.RenderBack(spriteBatch, renderTarget, 0.0f);
|
||||
}
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
|
||||
|
||||
spriteBatch.Draw(titleTexture,
|
||||
TitlePosition, null,
|
||||
Color.White * Math.Min((state - 3.0f) / 5.0f, 1.0f), 0.0f, new Vector2(titleTexture.Width / 2.0f, titleTexture.Height / 2.0f), Scale, SpriteEffects.None, 0.0f);
|
||||
|
||||
if (DrawLoadingText)
|
||||
{
|
||||
string loadText = "";
|
||||
if (loadState == 100.0f)
|
||||
{
|
||||
loadText = "Press any key to continue";
|
||||
}
|
||||
else
|
||||
{
|
||||
loadText = "Loading... ";
|
||||
if (loadState!=null)
|
||||
{
|
||||
loadText += (int)loadState + " %";
|
||||
}
|
||||
}
|
||||
|
||||
spriteBatch.DrawString(GUI.LargeFont, loadText,
|
||||
new Vector2(GameMain.GraphicsWidth/2.0f - GUI.LargeFont.MeasureString(loadText).X/2.0f, GameMain.GraphicsHeight*0.8f),
|
||||
Color.White);
|
||||
}
|
||||
spriteBatch.End();
|
||||
|
||||
}
|
||||
|
||||
bool drawn;
|
||||
public IEnumerable<object> DoLoading(IEnumerable<object> loader)
|
||||
{
|
||||
drawn = false;
|
||||
LoadState = null;
|
||||
|
||||
while (!drawn)
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
CoroutineManager.StartCoroutine(loader);
|
||||
|
||||
yield return CoroutineStatus.Running;
|
||||
|
||||
while (CoroutineManager.IsCoroutineRunning(loader.ToString()))
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
loadState = 100.0f;
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user