water ambience sounds change according to speed, oxygengenerator fills oxygen tanks even if their condition is 0, submarine refactoring & bugfixes, wire node editing bugfixes

This commit is contained in:
Regalis
2015-09-24 15:21:10 +03:00
parent f6966f06c3
commit bf7619bcc4
33 changed files with 635 additions and 490 deletions
+23 -23
View File
@@ -1,31 +1,31 @@
<?xml version="1.0" encoding="utf-8" ?>
<Items>
<Item
name="Engine"
linkable="true"
pickdistance="150">
<Item
name="Engine"
linkable="true"
pickdistance="150">
<Sprite texture ="engine.png" depth="0.8"/>
<Sprite texture ="engine.png" depth="0.8"/>
<Engine minvoltage="0.5" powerperforce="10.0" maxforce="500" canbeselected = "true">
<GuiFrame rect="0,0,0.3,0.3" alignment="Center" color="0.0,0.0,0.0,0.8"/>
<sound file="engine.ogg" type="OnActive" range="3000.0" volume="CurrentVolume"/>
</Engine>
<ConnectionPanel canbeselected = "true" msg="Rewire [Screwdriver]">
<requireditem name="Screwdriver" type="Equipped"/>
<input name="power_in"/>
<input name="set_force"/>
</ConnectionPanel>
</Item>
<ConnectionPanel canbeselected = "true" msg="Rewire [Screwdriver]">
<requireditem name="Screwdriver" type="Equipped"/>
<input name="power_in"/>
<input name="set_force"/>
</ConnectionPanel>
</Item>
<Item
name="Navigation Terminal"
linkable="true"
pickdistance="150">
<Item
name="Navigation Terminal"
linkable="true"
pickdistance="150">
<Sprite texture ="fabricator.png" depth="0.8"/>
<Sprite texture ="fabricator.png" depth="0.8"/>
<Steering minvoltage="0.5" canbeselected = "true">
<GuiFrame rect="0,0,0.5,0.5" alignment="Center" color="0.0,0.0,0.0,0.8"/>
@@ -38,12 +38,12 @@
<ScreenOverlay texture="Content/Items/Engine/radarOverlay.png" origin="0.5,0.5"/>
</Radar>
<ConnectionPanel canbeselected = "true" msg="Rewire [Screwdriver]">
<requireditem name="Screwdriver" type="Equipped"/>
<ConnectionPanel canbeselected = "true" msg="Rewire [Screwdriver]">
<requireditem name="Screwdriver" type="Equipped"/>
<input name="power_in"/>
<input name="velocity_in"/>
<output name="velocity_x_out"/>
<output name="velocity_y_out"/>
</ConnectionPanel>
</Item>
<input name="velocity_in"/>
<output name="velocity_x_out"/>
<output name="velocity_y_out"/>
</ConnectionPanel>
</Item>
</Items>
+1 -1
View File
@@ -27,7 +27,7 @@
<sound file="reactor.ogg" type="OnActive" range="2000.0" volume="FissionRate" volumemultiplier="0.02f"/>
<StatusEffect type="OnBroken" target="This" FissionRate="0.0" disabledeltatime="true" sound="Content/Items/Reactor/explosion.ogg">
<Explosion range ="6.0" damage="500" structuredamage="600" stun="5.0" force="5.0"/>
<Explosion range ="800" damage="500" structuredamage="400" stun="5.0" force="5.0"/>
</StatusEffect>
</Reactor>
+2 -2
View File
@@ -34,7 +34,7 @@
<!-- if using the item fails (due to a insufficient skill level for example), the contained tank will break and an explosion will occurr -->
<StatusEffect type="OnFailure" target="Contained" targetnames="Welding Fuel Tank,Oxygen Tank" Condition="-100.0" sound="Content/Items/Weapons/stunGrenade.ogg">
<Explosion range="5" damage="20" stun="10" force="5.0"/>
<Explosion range="500" damage="20" stun="10" force="5.0"/>
</StatusEffect>
<LightComponent color="1.0,0.9,0.7,1.0" Flicker="0.5">
@@ -74,7 +74,7 @@
<RequiredSkill name="Construction" level="30"/>
<StatusEffect type="OnFailure" target="Contained" targetnames="Welding Fuel Tank,Oxygen Tank" Condition="-100.0" sound="Content/Items/Weapons/stunGrenade.ogg">
<Explosion range="5" damage="20" stun="10" force="5.0"/>
<Explosion range="500" damage="20" stun="10" force="5.0"/>
</StatusEffect>
<LightComponent color="0.1,0.8,1.0,1.0" Flicker="0.5">
@@ -12,7 +12,7 @@
<Pickable slots="Any">
<StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg">
<Explosion range="5.0" structuredamage="300" damage="200" stun="5" force="20.0"/>
<Explosion range="500.0" structuredamage="300" damage="200" stun="5" force="20.0"/>
</StatusEffect>
</Pickable>
</Item>
+1 -1
View File
@@ -12,7 +12,7 @@
rotationlimits="180,360"
powerconsumption="500.0">
<StatusEffect type="OnUse" target="This" sound="Content/Items/Weapons/railgun.ogg">
<Explosion range="10.0" structuredamage="0" force="0.05"/>
<Explosion range="1000.0" structuredamage="0" force="0.01"/>
</StatusEffect>
</Turret>
+1 -1
View File
@@ -51,7 +51,7 @@
<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="5.0" aimpos="35,-10">
<StatusEffect type="OnUse" target="This" Condition="-100.0" delay="3.0" sound="Content/Items/Weapons/stunGrenade.ogg">
<Explosion range="5" damage="5" stun="10" force="0.1"/>
<Explosion range="500" damage="5" stun="10" force="0.1"/>
</StatusEffect>
</Throwable>
</Item>
Binary file not shown.
@@ -44,6 +44,8 @@ namespace Subsurface
steeringManager = new SteeringManager(this);
}
public virtual void OnAttacked(IDamageable attacker, float amount) { }
public virtual void SelectTarget(AITarget target) { }
public virtual void Update(float deltaTime) { }
@@ -262,6 +262,13 @@ namespace Subsurface
targetEntity = closestBody.UserData as IDamageable;
}
public override void OnAttacked(IDamageable attacker, float amount)
{
if (attacker==null || attacker.AiTarget==null) return;
AITargetMemory targetMemory = FindTargetMemory(attacker.AiTarget);
targetMemory.Priority += amount;
}
private void UpdateLimbAttack(float deltaTime, Limb limb, Vector2 attackPosition)
{
IDamageable damageTarget = null;
@@ -295,8 +302,8 @@ namespace Subsurface
{
attackTimer += deltaTime;
limb.body.ApplyTorque(limb.Mass * 50.0f * Character.AnimController.Dir * dir);
limb.attack.DoDamage(damageTarget, limb.SimPosition, deltaTime, (limb.soundTimer <= 0.0f));
limb.attack.DoDamage(Character, damageTarget, limb.SimPosition, deltaTime, (limb.soundTimer <= 0.0f));
limb.soundTimer = Limb.SoundInterval;
}
@@ -10,6 +10,8 @@ namespace Subsurface
{
class AICharacter : Character
{
const float AttackBackPriority = 1.0f;
private AIController aiController;
public AICharacter(string file) : this(file, Vector2.Zero, null)
@@ -57,6 +59,15 @@ namespace Subsurface
aiController.Update(deltaTime);
}
public override AttackResult AddDamage(IDamageable attacker, Vector2 position, Attack attack, bool playSound = false)
{
AttackResult result = base.AddDamage(attacker, position, attack, playSound);
aiController.OnAttacked(attacker, (result.Damage + result.Bleeding)/Math.Max(health,1.0f));
return result;
}
public override void FillNetworkData(NetworkEventType type, NetOutgoingMessage message, object data)
{
if (type == NetworkEventType.KillCharacter)
+9 -3
View File
@@ -51,6 +51,12 @@ namespace Subsurface
private float priority;
//public Attack(AttackType type, float range,)
//{
//}
public Attack(XElement element)
{
try
@@ -94,10 +100,10 @@ namespace Subsurface
{
if (subElement.Name.ToString().ToLower() == "particleemitter") particleEmitterPrefab = new ParticleEmitterPrefab(subElement);
}
}
public AttackResult DoDamage(IDamageable target, Vector2 position, float deltaTime, bool playSound = true)
public AttackResult DoDamage(IDamageable attacker, IDamageable target, Vector2 position, float deltaTime, bool playSound = true)
{
float damageAmount = 0.0f;
//DamageSoundType damageSoundType = DamageSoundType.None;
@@ -125,7 +131,7 @@ namespace Subsurface
sound.Play(1.0f, 500.0f, position);
}
return target.AddDamage(position, DamageType, damageAmount, bleedingAmount, Stun, playSound);
return target.AddDamage(attacker, position, this, playSound);
}
}
+6 -2
View File
@@ -856,7 +856,12 @@ namespace Subsurface
}
}
public AttackResult AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound = false)
public virtual AttackResult AddDamage(IDamageable attacker, Vector2 position, Attack attack, bool playSound = false)
{
return AddDamage(position, attack.DamageType, attack.Damage, attack.BleedingDamage, attack.Stun, playSound);
}
public AttackResult AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound)
{
AnimController.StunTimer = Math.Max(AnimController.StunTimer, stun);
@@ -882,7 +887,6 @@ namespace Subsurface
bleeding += attackResult.Bleeding;
return attackResult;
}
public void Stun()
+2 -2
View File
@@ -669,13 +669,13 @@ namespace Subsurface
foreach (MapEntity e in MapEntity.mapEntityList)
{
Gap gap = e as Gap;
if (gap == null || gap.FlowTargetHull != currentHull || gap.FlowForce == Vector2.Zero) continue;
if (gap == null || gap.FlowTargetHull != currentHull || gap.LerpedFlowForce == Vector2.Zero) continue;
Vector2 gapPos = gap.SimPosition;
float dist = Vector2.Distance(limbPos, gapPos);
force += Vector2.Normalize(gap.FlowForce) * (Math.Max(gap.FlowForce.Length() - dist, 0.0f) / 500.0f);
force += Vector2.Normalize(gap.LerpedFlowForce) * (Math.Max(gap.LerpedFlowForce.Length() - dist, 0.0f) / 500.0f);
}
if (force.Length() > 20.0f) return force;
+1 -1
View File
@@ -27,7 +27,7 @@ namespace Subsurface
int amount = Rand.Range(minAmount, maxAmount, false);
monsters = new Character[amount];
monsters = new AICharacter[amount];
for (int i = 0; i < amount; i++)
{
+2 -2
View File
@@ -245,9 +245,9 @@ namespace Subsurface.Items.Components
public override void UpdateBroken(float deltaTime, Camera cam)
{
body.Enabled = false;
convexHull.Enabled = false;
//convexHull.Enabled = false;
linkedGap.Open = 1.0f;
if (convexHull2 != null) convexHull2.Enabled = false;
//if (convexHull2 != null) convexHull2.Enabled = false;
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
@@ -16,6 +16,8 @@ namespace Subsurface.Items.Components
private float range;
private Character user;
[HasDefaultValue(0.0f, false)]
public float Range
{
@@ -45,6 +47,8 @@ namespace Subsurface.Items.Components
if (character == null) return false;
if (!character.GetInputState(InputType.SecondaryHeld) || hitting) return false;
user = character;
if (hitPos < MathHelper.Pi * 0.69f) return false;
item.body.FarseerBody.CollisionCategories = Physics.CollisionProjectile;
@@ -178,7 +182,7 @@ namespace Subsurface.Items.Components
if (target == null) return false;
attack.DoDamage(target, item.Position, 1.0f);
attack.DoDamage(user, target, item.Position, 1.0f);
RestoreCollision();
hitting = false;
+85 -85
View File
@@ -1,106 +1,106 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
//using Microsoft.Xna.Framework;
//using Microsoft.Xna.Framework.Graphics;
//using System;
//using System.Collections.Generic;
//using System.Linq;
//using System.Text;
//using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class Label : ItemComponent
{
GUITextBox textBox;
//namespace Subsurface.Items.Components
//{
// class Label : ItemComponent
// {
// GUITextBox textBox;
private string text;
// private string text;
[HasDefaultValue("", true)]
public string Text
{
get { return text; }
set
{
text = value;
}
}
// [HasDefaultValue("", true)]
// public string Text
// {
// get { return text; }
// set
// {
// text = value;
// }
// }
public Label(Item item, XElement element)
: base(item, element)
{
// public Label(Item item, XElement element)
// : base(item, element)
// {
}
// }
public override bool Select(Character character)
{
if (textBox == null)
{
textBox = new GUITextBox(Rectangle.Empty, GUI.Style, GuiFrame);
textBox.Wrap = true;
textBox.OnTextChanged = TextChanged;
textBox.LimitText = true;
// public override bool Select(Character character)
// {
// if (textBox == null)
// {
// textBox = new GUITextBox(Rectangle.Empty, GUI.Style, GuiFrame);
// textBox.Wrap = true;
// textBox.OnTextChanged = TextChanged;
// textBox.LimitText = true;
GUIButton button = new GUIButton(new Rectangle(0,0,100,15), "OK", null, Alignment.BottomRight, GUI.Style, GuiFrame);
button.OnClicked = Close;
}
// GUIButton button = new GUIButton(new Rectangle(0,0,100,15), "OK", null, Alignment.BottomRight, GUI.Style, GuiFrame);
// button.OnClicked = Close;
// }
textBox.Text = text;
// textBox.Text = text;
textBox.Select();
// textBox.Select();
return base.Select(character);
}
// return base.Select(character);
// }
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
//isActive = true;
GuiFrame.Update((float)Physics.step);
GuiFrame.Draw(spriteBatch);
// public override void DrawHUD(SpriteBatch spriteBatch, Character character)
// {
// //isActive = true;
// GuiFrame.Update((float)Physics.step);
// GuiFrame.Draw(spriteBatch);
//int width = 300, height = 300;
//int x = Game1.GraphicsWidth / 2 - width / 2;
//int y = Game1.GraphicsHeight / 2 - height / 2 - 50;
// //int width = 300, height = 300;
// //int x = Game1.GraphicsWidth / 2 - width / 2;
// //int y = Game1.GraphicsHeight / 2 - height / 2 - 50;
//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
if (!textBox.Selected) character.SelectedConstruction = null;
}
// //GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
// if (!textBox.Selected) character.SelectedConstruction = null;
// }
private bool TextChanged(GUITextBox textBox, string text)
{
this.text = text;
item.NewComponentEvent(this, true);
// private bool TextChanged(GUITextBox textBox, string text)
// {
// this.text = text;
// item.NewComponentEvent(this, true);
return true;
}
// return true;
// }
private bool Close(GUIButton button, object obj)
{
textBox.Deselect();
// private bool Close(GUIButton button, object obj)
// {
// textBox.Deselect();
return true;
}
// return true;
// }
public override void FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetOutgoingMessage message)
{
message.Write(Text);
}
// public override void FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetOutgoingMessage message)
// {
// message.Write(Text);
// }
public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message)
{
string newText = "";
try
{
newText = message.ReadString();
}
// public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message)
// {
// string newText = "";
// try
// {
// newText = message.ReadString();
// }
catch (Exception e)
{
#if DEBUG
DebugConsole.ThrowError("invalid network message", e);
#endif
return;
}
// catch (Exception e)
// {
//#if DEBUG
// DebugConsole.ThrowError("invalid network message", e);
//#endif
// return;
// }
Text = newText;
}
}
}
// Text = newText;
// }
// }
//}
@@ -145,11 +145,11 @@ namespace Subsurface.Items.Components
Structure structure;
if ((limb = (f2.Body.UserData as Limb)) != null)
{
attackResult = attack.DoDamage(limb.character, item.SimPosition, 1.0f);
attackResult = attack.DoDamage(null, limb.character, item.SimPosition, 1.0f);
}
else if ((structure = (f2.Body.UserData as Structure)) != null)
{
attackResult = attack.DoDamage(structure, item.SimPosition, 1.0f);
attackResult = attack.DoDamage(null, structure, item.SimPosition, 1.0f);
}
}
@@ -289,37 +289,39 @@ namespace Subsurface.Items.Components
{
GUI.DrawRectangle(spriteBatch, new Rectangle((int)Nodes[i].X - 3, (int)-Nodes[i].Y - 3, 6, 6), Color.Red, true, 0.0f);
if (GUIComponent.MouseOn == null &&
Vector2.Distance(GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), Nodes[i]) < 20.0f)
if (GUIComponent.MouseOn != null ||
Vector2.Distance(GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), Nodes[i]) > 20.0f)
{
GUI.DrawRectangle(spriteBatch, new Rectangle((int)Nodes[i].X - 10, (int)-Nodes[i].Y - 10, 20, 20), Color.Red, false, 0.0f);
continue;
}
if (selectedNodeIndex==null)// && selectedNodeIndex>0 && selectedNodeIndex<Nodes.Count-1)
GUI.DrawRectangle(spriteBatch, new Rectangle((int)Nodes[i].X - 10, (int)-Nodes[i].Y - 10, 20, 20), Color.Red, false, 0.0f);
if (selectedNodeIndex == null && !MapEntity.SelectedAny)
{
if (PlayerInput.LeftButtonDown())
{
if (PlayerInput.LeftButtonDown())
{
MapEntity.SelectEntity(item);
selectedNodeIndex = i;
}
else if (PlayerInput.RightButtonClicked())
{
Nodes.RemoveAt(i);
break;
}
MapEntity.SelectEntity(item);
selectedNodeIndex = i;
MapEntity.DisableSelect = true;
}
else if (PlayerInput.RightButtonClicked())
{
Nodes.RemoveAt(i);
break;
}
}
}
}
if (PlayerInput.LeftButtonDown())
{
if (selectedNodeIndex!=null && item.IsSelected)
if (selectedNodeIndex != null && item.IsSelected)
{
MapEntity.DisableSelect = true;
Nodes[(int)selectedNodeIndex] = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
Vector2 pos = Nodes[(int)selectedNodeIndex];
Nodes[(int)selectedNodeIndex] = RoundNode(Nodes[(int)selectedNodeIndex], Hull.FindHull(Nodes[(int)selectedNodeIndex]));
MapEntity.SelectEntity(item);
}
@@ -328,9 +330,6 @@ namespace Subsurface.Items.Components
{
selectedNodeIndex = null;
}
}
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color)
+4 -4
View File
@@ -459,11 +459,11 @@ namespace Subsurface
}
public AttackResult AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound = true)
public AttackResult AddDamage(IDamageable attacker, Vector2 position, Attack attack, bool playSound = true)
{
Condition -= amount;
Condition -= attack.Damage;
return new AttackResult(amount, 0.0f, false);
return new AttackResult(attack.Damage, 0.0f, false);
}
@@ -601,7 +601,7 @@ namespace Subsurface
GUI.DrawLine(spriteBatch,
new Vector2(rect.X + rect.Width / 2, -rect.Y + rect.Height / 2),
new Vector2(e.Rect.X + e.Rect.Width / 2, -e.Rect.Y + e.Rect.Height / 2),
Color.Red);
Color.Red*0.3f);
}
}
+23 -28
View File
@@ -11,37 +11,32 @@ namespace Subsurface
{
private Vector2 position;
private float range;
private float damage;
private float structureDamage;
private float stun;
private Attack attack;
private float force;
private LightSource light;
public float CameraShake;
public Explosion(Vector2 position, float range, float damage, float structureDamage, float stun = 0.0f, float force = 0.0f)
{
this.position = position;
this.range = Math.Max(range, 1.0f);
this.damage = damage;
this.structureDamage = structureDamage;
this.stun = stun;
this.force = force;
//public Explosion(Vector2 position, float range, float damage, float structureDamage, float stun = 0.0f, float force = 0.0f)
//{
// this.position = position;
CameraShake = range*10.0f;
}
// attack = new Attack(,);
// this.force = force;
//}
public Explosion(XElement element)
{
range = Math.Max(ToolBox.GetAttributeFloat(element, "range", 1.0f), 1.0f);
damage = ToolBox.GetAttributeFloat(element, "damage", 0.0f);
structureDamage = ToolBox.GetAttributeFloat(element, "structuredamage", 0.0f);
stun = ToolBox.GetAttributeFloat(element, "stun", 0.0f);
attack = new Attack(element);
force = ToolBox.GetAttributeFloat(element, "force", 0.0f);
CameraShake = attack.Range*10.0f;
}
public void Explode()
@@ -56,7 +51,7 @@ namespace Subsurface
GameMain.ParticleManager.CreateParticle("shockwave", displayPosition,
Vector2.Zero, 0.0f);
for (int i = 0; i < range * 10; i++)
for (int i = 0; i < attack.Range * 10; i++)
{
GameMain.ParticleManager.CreateParticle("spark", displayPosition,
Rand.Vector(Rand.Range(500.0f, 800.0f)), 0.0f);
@@ -67,7 +62,7 @@ namespace Subsurface
float displayRange = ConvertUnits.ToDisplayUnits(range);
float displayRange = ConvertUnits.ToDisplayUnits(attack.Range);
light = new LightSource(displayPosition, displayRange, Color.LightYellow);
CoroutineManager.StartCoroutine(DimLight());
@@ -75,7 +70,7 @@ namespace Subsurface
float cameraDist = Vector2.Distance(GameMain.GameScreen.Cam.Position, displayPosition)/2.0f;
GameMain.GameScreen.Cam.Shake = CameraShake * Math.Max((displayRange - cameraDist)/displayRange, 0.0f);
if (structureDamage > 0.0f)
if (attack.StructureDamage > 0.0f)
{
List<Structure> structureList = new List<Structure>();
@@ -98,7 +93,7 @@ namespace Subsurface
for (int i = 0; i < structure.SectionCount; i++)
{
float distFactor = 1.0f - (Vector2.Distance(structure.SectionPosition(i), displayPosition) / displayRange);
if (distFactor > 0.0f) structure.AddDamage(i, structureDamage*distFactor);
if (distFactor > 0.0f) structure.AddDamage(i, attack.StructureDamage*distFactor);
}
}
}
@@ -107,16 +102,16 @@ namespace Subsurface
{
float dist = Vector2.Distance(c.SimPosition, simPosition);
if (dist > range) continue;
if (dist > attack.Range) continue;
float distFactor = 1.0f - dist / range;
float distFactor = 1.0f - dist / attack.Range;
foreach (Limb limb in c.AnimController.Limbs)
{
distFactor = 1.0f - Vector2.Distance(limb.SimPosition, simPosition)/range;
c.AddDamage(limb.SimPosition, DamageType.None, damage / c.AnimController.Limbs.Length * distFactor, 0.0f, stun * distFactor);
distFactor = 1.0f - Vector2.Distance(limb.SimPosition, simPosition)/attack.Range;
c.AddDamage(limb.SimPosition, DamageType.None,
attack.Damage / c.AnimController.Limbs.Length * distFactor, 0.0f, attack.Stun * distFactor, true);
if (force>0.0f)
{
limb.body.ApplyLinearImpulse(Vector2.Normalize(limb.SimPosition - simPosition) * distFactor * force);
+17
View File
@@ -40,6 +40,13 @@ namespace Subsurface
get { return flowForce*soundVolume; }
}
public Vector2 LerpedFlowForce
{
get { return lerpedFlowForce; }
}
private Vector2 lerpedFlowForce;
public Hull FlowTargetHull
{
get { return flowTargetHull; }
@@ -178,6 +185,14 @@ namespace Subsurface
public override void Draw(SpriteBatch sb, bool editing)
{
if (GameMain.DebugDraw)
{
Vector2 center = new Vector2(rect.X + rect.Width / 2.0f, -(rect.Y - rect.Width / 2.0f));
GUI.DrawLine(sb, center, center + flowForce/10.0f, Color.Red);
GUI.DrawLine(sb, center + Vector2.One * 5.0f, center + lerpedFlowForce / 10.0f + Vector2.One * 5.0f, Color.Orange);
}
if (!editing) return;
Color clr = (open == 0.0f) ? Color.Red : Color.Cyan;
@@ -251,6 +266,8 @@ namespace Subsurface
UpdateRoomToRoom(deltaTime);
}
lerpedFlowForce = Vector2.Lerp(lerpedFlowForce, flowForce, 0.1f);
if (FlowForce.Length() > 150.0f && flowTargetHull != null && flowTargetHull.Volume < flowTargetHull.FullVolume)
{
//UpdateFlowForce();
+1 -1
View File
@@ -19,6 +19,6 @@ namespace Subsurface
get;
}
AttackResult AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound=true);
AttackResult AddDamage(IDamageable attacker, Vector2 position, Attack attack, bool playSound=true);
}
}
+9 -2
View File
@@ -41,9 +41,10 @@ namespace Subsurface
public static bool DisableSelect
{
get { return disableSelect; }
set {
set
{
disableSelect = value;
if (disableSelect==true)
if (disableSelect)
{
startMovingPos = Vector2.Zero;
selectionSize = Vector2.Zero;
@@ -52,6 +53,12 @@ namespace Subsurface
}
}
public static bool SelectedAny
{
get { return selectedList.Count > 0; }
}
public bool MoveWithLevel
{
get;
+8 -8
View File
@@ -386,11 +386,11 @@ namespace Subsurface
}
public int FindSectionIndex(Vector2 pos)
public int FindSectionIndex(Vector2 displayPos)
{
int index = (isHorizontal) ?
(int)Math.Floor((pos.X - rect.X) / wallSectionSize) :
(int)Math.Floor((rect.Y - pos.Y) / wallSectionSize);
(int)Math.Floor((displayPos.X - rect.X) / wallSectionSize) :
(int)Math.Floor((rect.Y - displayPos.Y) / wallSectionSize);
if (index < 0 || index > sections.Length - 1) return -1;
return index;
@@ -412,7 +412,7 @@ namespace Subsurface
sections[sectionIndex].rect.Y - sections[sectionIndex].rect.Height / 2.0f);
}
public AttackResult AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound = false)
public AttackResult AddDamage(IDamageable attacker, Vector2 position, Attack attack, bool playSound = false)
{
if (!prefab.HasBody || prefab.IsPlatform) return new AttackResult(0.0f, 0.0f);
@@ -423,13 +423,13 @@ namespace Subsurface
if (playSound && !SectionHasHole(i))
{
DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
AmbientSoundManager.PlayDamageSound(damageSoundType, amount, position);
DamageSoundType damageSoundType = (attack.DamageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
AmbientSoundManager.PlayDamageSound(damageSoundType, attack.Damage, position);
}
AddDamage(i, amount);
AddDamage(i, attack.Damage);
return new AttackResult(amount, 0.0f);
return new AttackResult(attack.Damage, 0.0f);
}
private void SetDamage(int sectionIndex, float damage)
+27 -288
View File
@@ -1,10 +1,7 @@
using FarseerPhysics;
using FarseerPhysics.Collision;
using FarseerPhysics.Common;
using FarseerPhysics.Common.Decomposition;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Factories;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
@@ -15,7 +12,6 @@ using System.IO;
using System.Linq;
using System.Reflection;
using System.Xml.Linq;
using Voronoi2;
namespace Subsurface
{
@@ -32,20 +28,14 @@ namespace Subsurface
private static Submarine loaded;
private SubmarineBody subBody;
private static Vector2 lastPickedPosition;
private static float lastPickedFraction;
static string SaveFolder;
Md5Hash hash;
Vector2 speed;
Vector2 targetPosition;
private Rectangle borders;
private Body hullBody;
private string filePath;
private string name;
@@ -70,12 +60,6 @@ namespace Subsurface
get { return lastPickedFraction; }
}
public List<Vector2> HullVertices
{
get;
private set;
}
public Md5Hash MD5Hash
{
get
@@ -98,14 +82,11 @@ namespace Subsurface
{
get
{
return (loaded==null) ? Rectangle.Empty : loaded.borders;
return (loaded==null) ? Rectangle.Empty : Loaded.subBody.Borders;
}
}
public Vector2 Center
{
get { return new Vector2(borders.X+borders.Width/2, borders.Y - borders.Height/2); }
}
public Vector2 Position
{
@@ -114,14 +95,16 @@ namespace Subsurface
public Vector2 Speed
{
get { return speed; }
set
{
if (!MathUtils.IsValid(value)) return;
speed = value;
}
get { return subBody.Speed; }
set { subBody.Speed = value; }
}
public List<Vector2> HullVertices
{
get { return subBody.HullVertices; }
}
public string FilePath
{
get { return filePath; }
@@ -162,69 +145,6 @@ namespace Subsurface
ID = -1;
}
private List<Vector2> GenerateConvexHull()
{
List<Vector2> points = new List<Vector2>();
Vector2 leftMost = Vector2.Zero;
foreach (Structure wall in Structure.wallList)
{
for (int x = -1; x <= 1; x += 2)
{
for (int y = -1; y <= 1; y += 2)
{
Vector2 corner = new Vector2(wall.Rect.X + wall.Rect.Width / 2.0f, wall.Rect.Y - wall.Rect.Height / 2.0f);
corner.X += x * wall.Rect.Width / 2.0f;
corner.Y += y * wall.Rect.Height / 2.0f;
if (points.Contains(corner)) continue;
points.Add(corner);
if (leftMost == Vector2.Zero || corner.X < leftMost.X) leftMost = corner;
}
}
}
List<Vector2> hullPoints = new List<Vector2>();
Vector2 currPoint = leftMost;
Vector2 endPoint;
do
{
hullPoints.Add(currPoint);
endPoint = points[0];
for (int i = 1; i < points.Count; i++)
{
if ((currPoint == endPoint)
|| (Orientation(currPoint, endPoint, points[i]) == -1))
{
endPoint = points[i];
}
}
currPoint = endPoint;
}
while (endPoint != hullPoints[0]);
return hullPoints;
}
private static int Orientation(Vector2 p1, Vector2 p2, Vector2 p)
{
// Determinant
float Orin = (p2.X - p1.X) * (p.Y - p1.Y) - (p.X - p1.X) * (p2.Y - p1.Y);
if (Orin > 0)
return -1; // (* Orientation is to the left-hand side *)
if (Orin < 0)
return 1; // (* Orientation is to the right-hand side *)
return 0; // (* Orientation is neutral aka collinear *)
}
//drawing ----------------------------------------------------
public static void Draw(SpriteBatch spriteBatch, bool editing = false)
@@ -419,188 +339,41 @@ namespace Subsurface
//movement ----------------------------------------------------
float collisionRigidness = 1.0f;
public void Update(float deltaTime)
{
Vector2 translateAmount = speed * deltaTime;
translateAmount += ConvertUnits.ToDisplayUnits(hullBody.Position) * collisionRigidness;
if (targetPosition != Vector2.Zero && Vector2.Distance(targetPosition, Position) > 50.0f)
{
translateAmount += (targetPosition - Position) * 0.01f;
}
else
{
targetPosition = Vector2.Zero;
}
Translate(translateAmount);
//-------------------------
Vector2 totalForce = CalculateBuoyancy();
float dragCoefficient = 0.00001f;
float speedLength = (speed == Vector2.Zero) ? 0.0f : speed.Length();
float drag = speedLength * speedLength * dragCoefficient * mass;
if (speed != Vector2.Zero)
{
totalForce += -Vector2.Normalize(speed) * drag;
}
ApplyForce(totalForce);
//hullBodies[0].body.LinearVelocity = -hullBodies[0].body.Position;
//hullBody.SetTransform(Vector2.Zero , 0.0f);
hullBody.LinearVelocity = -hullBody.Position/(float)Physics.step;
if (collidingCell == null)
{
collisionRigidness = MathHelper.Lerp(collisionRigidness, 1.0f, 0.1f);
return;
}
foreach (GraphEdge ge in collidingCell.edges)
{
Body body = PickBody(
ConvertUnits.ToSimUnits(ge.point1+ GameMain.GameSession.Level.Position),
ConvertUnits.ToSimUnits(ge.point2 + GameMain.GameSession.Level.Position), new List<Body>(){collidingCell.body});
if (body == null || body.UserData == null) continue;
Structure structure = body.UserData as Structure;
if (structure == null) continue;
structure.AddDamage(lastPickedPosition, DamageType.Blunt, 50.0f, 0.0f, 0.0f, true);
}
collidingCell = null;
//hullBodies[0].body.SetTransform(Vector2.Zero, 0.0f);
//position = hullBodies[0].body.Position;
//Level.Loaded.Move(-ConvertUnits.ToDisplayUnits(position - prevPosition));
//prevPosition = hullBodies[0].body.Position;
if (Level.Loaded == null) return;
subBody.Update(deltaTime);
}
private Vector2 CalculateBuoyancy()
public void ApplyForce(Vector2 force)
{
float waterVolume = 0.0f;
float volume = 0.0f;
foreach (Hull hull in Hull.hullList)
{
waterVolume += hull.Volume;
volume += hull.FullVolume;
}
float waterPercentage = waterVolume / volume;
float neutralPercentage = 0.07f;
float buoyancy = neutralPercentage-waterPercentage;
buoyancy *= mass * 30.0f;
return new Vector2(0.0f, buoyancy);
subBody.ApplyForce(force);
}
public void SetPosition(Vector2 position)
{
//hullBodies[0].body.SetTransform(position, 0.0f);
if (!MathUtils.IsValid(position)) return;
Level.Loaded.SetPosition(-position);
//prevPosition = position;
}
private void Translate(Vector2 amount)
public void Translate(Vector2 amount)
{
if (amount == Vector2.Zero || !amount.IsValid()) return;
if (amount == Vector2.Zero || !MathUtils.IsValid(amount)) return;
Level.Loaded.Move(-amount);
}
float mass = 10000.0f;
public void ApplyForce(Vector2 force)
{
speed += force/mass;
}
VoronoiCell collidingCell;
public bool OnCollision(Fixture f1, Fixture f2, Contact contact)
{
System.Diagnostics.Debug.WriteLine("colliding");
VoronoiCell cell = f2.Body.UserData as VoronoiCell;
if (cell==null) return true;
Vector2 normal = contact.Manifold.LocalNormal;
Vector2 simSpeed = ConvertUnits.ToSimUnits(speed);
float impact = Vector2.Dot(simSpeed, normal);
Vector2 u = Vector2.Dot(simSpeed, -normal)*-normal;
Vector2 w = simSpeed - u;
Vector2 limbForce = normal * impact;
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull == null) continue;
if (impact > 2.0f) c.AnimController.StunTimer = (impact - 2.0f) * 0.1f;
foreach (Limb limb in c.AnimController.Limbs)
{
limb.body.ApplyLinearImpulse(limb.Mass * limbForce);
}
}
if (impact >= 1.0f)
{
AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, cell.body);
FixedArray2<Vector2> worldPoints;
contact.GetWorldManifold(out normal, out worldPoints);
AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(worldPoints[0]));
GameMain.GameScreen.Cam.Shake = impact*2.0f;
}
System.Diagnostics.Debug.WriteLine("IMPACT: "+impact + " normal: "+normal+" simspeed: "+simSpeed+" u: "+u+" w: " +w);
if (impact < 4.0f)
{
speed = ConvertUnits.ToDisplayUnits(w * 0.9f - u * 0.2f);
return true;
}
else
{
speed = ConvertUnits.ToDisplayUnits(w * 0.9f + u * 0.5f);
}
collisionRigidness = 0.8f;
collidingCell = cell;
return true;
}
public void OnSeparation(Fixture f1, Fixture f2)
{
collidingCell = null;
}
public override void FillNetworkData(Networking.NetworkEventType type, NetOutgoingMessage message, object data)
{
message.Write((float)NetTime.Now);
message.Write(Position.X);
message.Write(Position.Y);
message.Write(speed.X);
message.Write(speed.Y);
message.Write(Speed.X);
message.Write(Speed.Y);
}
@@ -630,13 +403,12 @@ namespace Subsurface
//newTargetPosition = newTargetPosition + newSpeed * (float)(NetTime.Now - sendingTime);
targetPosition = newTargetPosition;
speed = newSpeed;
subBody.TargetPosition = newTargetPosition;
subBody.Speed = newSpeed;
lastNetworkUpdate = sendingTime;
}
//saving/loading ----------------------------------------------------
@@ -829,42 +601,7 @@ namespace Subsurface
}
List<Vector2> convexHull = GenerateConvexHull();
HullVertices = convexHull;
for (int i = 0; i < convexHull.Count; i++)
{
convexHull[i] = ConvertUnits.ToSimUnits(convexHull[i]);
}
convexHull.Reverse();
//get farseer 'vertices' from vectors
Vertices shapevertices = new Vertices(convexHull);
AABB hullAABB = shapevertices.GetAABB();
borders = new Rectangle(
(int)ConvertUnits.ToDisplayUnits(hullAABB.LowerBound.X),
(int)ConvertUnits.ToDisplayUnits(hullAABB.UpperBound.Y),
(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.X * 2.0f),
(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.Y * 2.0f));
var triangulatedVertices = Triangulate.ConvexPartition(shapevertices, TriangulationAlgorithm.Bayazit);
hullBody = BodyFactory.CreateCompoundPolygon(GameMain.World, triangulatedVertices, 5.0f);
hullBody.BodyType = BodyType.Dynamic;
hullBody.CollisionCategories = Physics.CollisionMisc;
hullBody.CollidesWith = Physics.CollisionLevel;
hullBody.FixedRotation = true;
hullBody.Awake = true;
hullBody.SleepingAllowed = false;
hullBody.GravityScale = 0.0f;
hullBody.OnCollision += OnCollision;
hullBody.OnSeparation += OnSeparation;
subBody = new SubmarineBody(this);
MapEntity.LinkAll();
@@ -908,6 +645,8 @@ namespace Subsurface
{
if (GameMain.GameScreen.Cam != null) GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
subBody = null;
Entity.RemoveAll();
PhysicsBody.list.Clear();
+318
View File
@@ -0,0 +1,318 @@
using FarseerPhysics;
using FarseerPhysics.Collision;
using FarseerPhysics.Common;
using FarseerPhysics.Common.Decomposition;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Factories;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Voronoi2;
namespace Subsurface
{
class SubmarineBody
{
public List<Vector2> HullVertices
{
get;
private set;
}
private Submarine sub;
private Body body;
private Vector2 speed;
private Vector2 targetPosition;
public Rectangle Borders
{
get;
private set;
}
public Vector2 Speed
{
get { return speed; }
set
{
if (!MathUtils.IsValid(value)) return;
speed = value;
}
}
public Vector2 TargetPosition
{
get { return targetPosition; }
set
{
if (!MathUtils.IsValid(value)) return;
targetPosition = value;
}
}
public Vector2 Center
{
get { return new Vector2(Borders.X + Borders.Width / 2, Borders.Y - Borders.Height / 2); }
}
public SubmarineBody(Submarine sub)
{
this.sub = sub;
List<Vector2> convexHull = GenerateConvexHull();
HullVertices = convexHull;
for (int i = 0; i < convexHull.Count; i++)
{
convexHull[i] = ConvertUnits.ToSimUnits(convexHull[i]);
}
convexHull.Reverse();
//get farseer 'vertices' from vectors
Vertices shapevertices = new Vertices(convexHull);
AABB hullAABB = shapevertices.GetAABB();
Borders = new Rectangle(
(int)ConvertUnits.ToDisplayUnits(hullAABB.LowerBound.X),
(int)ConvertUnits.ToDisplayUnits(hullAABB.UpperBound.Y),
(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.X * 2.0f),
(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.Y * 2.0f));
var triangulatedVertices = Triangulate.ConvexPartition(shapevertices, TriangulationAlgorithm.Bayazit);
body = BodyFactory.CreateCompoundPolygon(GameMain.World, triangulatedVertices, 5.0f);
body.BodyType = BodyType.Dynamic;
body.CollisionCategories = Physics.CollisionMisc;
body.CollidesWith = Physics.CollisionLevel;
body.FixedRotation = true;
body.Awake = true;
body.SleepingAllowed = false;
body.GravityScale = 0.0f;
body.OnCollision += OnCollision;
body.OnSeparation += OnSeparation;
}
private List<Vector2> GenerateConvexHull()
{
List<Vector2> points = new List<Vector2>();
Vector2 leftMost = Vector2.Zero;
foreach (Structure wall in Structure.wallList)
{
for (int x = -1; x <= 1; x += 2)
{
for (int y = -1; y <= 1; y += 2)
{
Vector2 corner = new Vector2(wall.Rect.X + wall.Rect.Width / 2.0f, wall.Rect.Y - wall.Rect.Height / 2.0f);
corner.X += x * wall.Rect.Width / 2.0f;
corner.Y += y * wall.Rect.Height / 2.0f;
if (points.Contains(corner)) continue;
points.Add(corner);
if (leftMost == Vector2.Zero || corner.X < leftMost.X) leftMost = corner;
}
}
}
List<Vector2> hullPoints = new List<Vector2>();
Vector2 currPoint = leftMost;
Vector2 endPoint;
do
{
hullPoints.Add(currPoint);
endPoint = points[0];
for (int i = 1; i < points.Count; i++)
{
if ((currPoint == endPoint)
|| (MathUtils.VectorOrientation(currPoint, endPoint, points[i]) == -1))
{
endPoint = points[i];
}
}
currPoint = endPoint;
}
while (endPoint != hullPoints[0]);
return hullPoints;
}
float collisionRigidness = 1.0f;
public void Update(float deltaTime)
{
Vector2 translateAmount = speed * deltaTime;
translateAmount += ConvertUnits.ToDisplayUnits(body.Position) * collisionRigidness;
if (targetPosition != Vector2.Zero && Vector2.Distance(targetPosition, sub.Position) > 50.0f)
{
translateAmount += (targetPosition - sub.Position) * 0.01f;
}
else
{
targetPosition = Vector2.Zero;
}
sub.Translate(translateAmount);
//-------------------------
Vector2 totalForce = CalculateBuoyancy();
float dragCoefficient = 0.00001f;
float speedLength = (speed == Vector2.Zero) ? 0.0f : speed.Length();
float drag = speedLength * speedLength * dragCoefficient * mass;
if (speed != Vector2.Zero)
{
totalForce += -Vector2.Normalize(speed) * drag;
}
ApplyForce(totalForce);
//hullBodies[0].body.LinearVelocity = -hullBodies[0].body.Position;
//hullBody.SetTransform(Vector2.Zero , 0.0f);
body.LinearVelocity = -body.Position / (float)Physics.step;
if (collidingCell == null)
{
collisionRigidness = MathHelper.Lerp(collisionRigidness, 1.0f, 0.1f);
return;
}
foreach (GraphEdge ge in collidingCell.edges)
{
Body wallBody = Submarine.PickBody(
ConvertUnits.ToSimUnits(ge.point1 + GameMain.GameSession.Level.Position),
ConvertUnits.ToSimUnits(ge.point2 + GameMain.GameSession.Level.Position), new List<Body>() { collidingCell.body });
if (wallBody == null || wallBody.UserData == null) continue;
Structure structure = wallBody.UserData as Structure;
if (structure == null) continue;
structure.AddDamage(
structure.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition)), 50.0f);
}
collidingCell = null;
}
private Vector2 CalculateBuoyancy()
{
float waterVolume = 0.0f;
float volume = 0.0f;
foreach (Hull hull in Hull.hullList)
{
waterVolume += hull.Volume;
volume += hull.FullVolume;
}
float waterPercentage = waterVolume / volume;
float neutralPercentage = 0.07f;
float buoyancy = neutralPercentage - waterPercentage;
buoyancy *= mass * 30.0f;
return new Vector2(0.0f, buoyancy);
}
float mass = 10000.0f;
public void ApplyForce(Vector2 force)
{
speed += force / mass;
}
VoronoiCell collidingCell;
public bool OnCollision(Fixture f1, Fixture f2, Contact contact)
{
VoronoiCell cell = f2.Body.UserData as VoronoiCell;
if (cell == null)
{
speed = new Vector2(speed.X * 0.9f, speed.Y * 0.2f);
return true;
}
Vector2 normal = contact.Manifold.LocalNormal;
Vector2 simSpeed = ConvertUnits.ToSimUnits(speed);
float impact = Vector2.Dot(simSpeed, normal);
Vector2 u = Vector2.Dot(simSpeed, -normal) * -normal;
Vector2 w = simSpeed - u;
Vector2 limbForce = normal * impact;
float length = limbForce.Length();
if (length > 10.0f) limbForce = (limbForce / length) * 10.0f;
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull == null) continue;
if (impact > 2.0f) c.AnimController.StunTimer = (impact - 2.0f) * 0.1f;
foreach (Limb limb in c.AnimController.Limbs)
{
if (c.AnimController.LowestLimb == limb) continue;
limb.body.ApplyLinearImpulse(limb.Mass * limbForce);
}
}
if (impact >= 1.0f)
{
AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, cell.body);
FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
contact.GetWorldManifold(out normal, out worldPoints);
AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(worldPoints[0]));
GameMain.GameScreen.Cam.Shake = impact * 2.0f;
}
System.Diagnostics.Debug.WriteLine("IMPACT: " + impact + " normal: " + normal + " simspeed: " + simSpeed + " u: " + u + " w: " + w);
if (impact < 4.0f)
{
speed = ConvertUnits.ToDisplayUnits(w * 0.9f - u * 0.2f);
return true;
}
else
{
speed = ConvertUnits.ToDisplayUnits(w * 0.9f + u * 0.5f);
}
collisionRigidness = 0.8f;
collidingCell = cell;
return true;
}
public void OnSeparation(Fixture f1, Fixture f2)
{
collidingCell = null;
}
}
}
+4 -1
View File
@@ -98,7 +98,10 @@ namespace Subsurface
Ragdoll.UpdateAll((float)Physics.step);
if (GameMain.GameSession != null && GameMain.GameSession.Level != null) GameMain.GameSession.Submarine.Update((float)Physics.step);
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
{
GameMain.GameSession.Submarine.Update((float)Physics.step);
}
GameMain.World.Step((float)Physics.step);
@@ -55,8 +55,8 @@ namespace Subsurface
private const float MusicLerpSpeed = 0.01f;
private static Sound waterAmbience;
private static int waterAmbienceIndex;
private static Sound[] waterAmbiences = new Sound[2];
private static int[] waterAmbienceIndexes = new int[2];
private static DamageSound[] damageSounds;
@@ -78,7 +78,9 @@ namespace Subsurface
yield return CoroutineStatus.Running;
waterAmbience = Sound.Load("Content/Sounds/Water/WaterAmbience.ogg");
waterAmbiences[0] = Sound.Load("Content/Sounds/Water/WaterAmbience1.ogg");
yield return CoroutineStatus.Running;
waterAmbiences[1] = Sound.Load("Content/Sounds/Water/WaterAmbience2.ogg");
yield return CoroutineStatus.Running;
flowSounds[0] = Sound.Load("Content/Sounds/Water/FlowSmall.ogg");
yield return CoroutineStatus.Running;
@@ -162,22 +164,33 @@ namespace Subsurface
}
}
float ambienceVolume = 0.5f;
float ambienceVolume = 0.6f;
float lowpassHFGain = 1.0f;
if (Character.Controlled != null)
{
AnimController animController = Character.Controlled.AnimController;
if (animController.HeadInWater)
{
ambienceVolume = 0.5f;
ambienceVolume = 0.8f;
ambienceVolume += animController.Limbs[0].LinearVelocity.Length();
lowpassHFGain = 0.2f;
}
}
//how fast the sub is moving, scaled to 0.0 -> 1.0
float movementFactor = 0.0f;
if (Submarine.Loaded!=null)
{
movementFactor = (Submarine.Loaded.Speed == Vector2.Zero) ? 0.0f : Submarine.Loaded.Speed.Length() / 500.0f;
movementFactor = MathHelper.Clamp(movementFactor, 0.0f, 1.0f);
}
SoundManager.LowPassHFGain = lowpassHFGain;
waterAmbienceIndex = waterAmbience.Loop(waterAmbienceIndex, ambienceVolume);
waterAmbienceIndexes[0] = waterAmbiences[0].Loop(waterAmbienceIndexes[0], ambienceVolume * (1.0f-movementFactor));
waterAmbienceIndexes[1] = waterAmbiences[1].Loop(waterAmbienceIndexes[1], ambienceVolume * movementFactor);
}
private static void UpdateMusic()
+15
View File
@@ -36,6 +36,21 @@ namespace Subsurface
{
return (IsValid(vector.X) && IsValid(vector.Y));
}
public static int VectorOrientation(Vector2 p1, Vector2 p2, Vector2 p)
{
// Determinant
float Orin = (p2.X - p1.X) * (p.Y - p1.Y) - (p.X - p1.X) * (p2.Y - p1.Y);
if (Orin > 0)
return -1; // (* Orientation is to the left-hand side *)
if (Orin < 0)
return 1; // (* Orientation is to the right-hand side *)
return 0; // (* Orientation is neutral aka collinear *)
}
public static float CurveAngle(float from, float to, float step)
{
+7 -2
View File
@@ -94,6 +94,7 @@
<Compile Include="Source\Items\FixRequirement.cs" />
<Compile Include="Source\Map\Lights\LightSource.cs" />
<Compile Include="Source\Map\LocationType.cs" />
<Compile Include="Source\Map\SubmarineHull.cs" />
<Compile Include="Source\Networking\NetConfig.cs" />
<Compile Include="Source\Particles\ParticleEmitter.cs" />
<Compile Include="Source\Screens\ServerListScreen.cs" />
@@ -682,7 +683,7 @@
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Map\testroom.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
<Content Include="Content\Map\StructurePrefabs.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
@@ -706,6 +707,7 @@
</Content>
<Content Include="Content\Sounds\sounds.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<SubType>Designer</SubType>
</Content>
<Content Include="Content\UI\titleBackground.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
@@ -943,13 +945,16 @@
<None Include="Content\Sounds\startDrone.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Sounds\Water\WaterAmbience2.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\SpriteFont1.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\step.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Sounds\Water\WaterAmbience.ogg">
<None Include="Content\Sounds\Water\WaterAmbience1.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\watershader.mgfx">
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