Very unfinished attempt at changing the coordinate system to work relative to the level and to move the sub instead of the whole level
This commit is contained in:
@@ -74,7 +74,7 @@
|
||||
<Compile Include="Source\Characters\AI\Objectives\AIObjectiveOperateItem.cs" />
|
||||
<Compile Include="Source\Characters\AI\Objectives\AIObjective.cs" />
|
||||
<Compile Include="Source\Characters\AI\PathFinder.cs" />
|
||||
<Compile Include="Source\Characters\AI\PathSteeringManager.cs" />
|
||||
<Compile Include="Source\Characters\AI\ÍndoorsSteeringManager.cs" />
|
||||
<Compile Include="Source\Characters\Animation\AnimController.cs" />
|
||||
<Compile Include="Source\Characters\Attack.cs" />
|
||||
<Compile Include="Source\Characters\BackgroundSprite\BackgroundSprite.cs" />
|
||||
|
||||
@@ -59,7 +59,7 @@ namespace Barotrauma
|
||||
|
||||
this.position = position;
|
||||
|
||||
drawPosition = position + Level.Loaded.Position;
|
||||
drawPosition = position;
|
||||
|
||||
steeringManager = new SteeringManager(this);
|
||||
|
||||
@@ -153,7 +153,7 @@ namespace Barotrauma
|
||||
if (velocity.X < 0.0f) rotation -= MathHelper.Pi;
|
||||
}
|
||||
|
||||
if (Level.Loaded != null) drawPosition = position + Level.Loaded.Position;
|
||||
if (Level.Loaded != null) drawPosition = position;// +Level.Loaded.Position;
|
||||
|
||||
if (depth > 0.0f)
|
||||
{
|
||||
|
||||
@@ -889,7 +889,7 @@ namespace Barotrauma
|
||||
|
||||
if (Submarine.Loaded!=null && Level.Loaded !=null)
|
||||
{
|
||||
protectedFromPressure = protectedFromPressure && (Position-Level.Loaded.Position).Y > SubmarineBody.DamageDepth;
|
||||
protectedFromPressure = protectedFromPressure && Position.Y > SubmarineBody.DamageDepth;
|
||||
}
|
||||
|
||||
if (!protectedFromPressure &&
|
||||
|
||||
@@ -35,13 +35,13 @@ namespace Barotrauma
|
||||
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
Vector2 position = (randomWayPoint == null) ? Vector2.Zero : FarseerPhysics.ConvertUnits.ToSimUnits(randomWayPoint.Position + Level.Loaded.Position);
|
||||
Vector2 position = (randomWayPoint == null) ? Vector2.Zero : FarseerPhysics.ConvertUnits.ToSimUnits(randomWayPoint.Position);
|
||||
|
||||
|
||||
if (spawnDeep)
|
||||
{
|
||||
position.Y = FarseerPhysics.ConvertUnits.ToSimUnits(Level.Loaded.Position.Y);
|
||||
}
|
||||
//!!!!!!!!!!!!!!!!!!
|
||||
//if (spawnDeep)
|
||||
//{
|
||||
// position.Y = FarseerPhysics.ConvertUnits.ToSimUnits(Level.Loaded.Position.Y);
|
||||
//}
|
||||
|
||||
position.X += Rand.Range(-0.5f, 0.5f);
|
||||
position.Y += Rand.Range(-0.5f, 0.5f);
|
||||
|
||||
@@ -31,7 +31,7 @@ namespace Barotrauma
|
||||
{
|
||||
Vector2 position = level.PositionsOfInterest[Rand.Int(level.PositionsOfInterest.Count, false)];
|
||||
|
||||
monster = Character.Create(monsterFile, ConvertUnits.ToSimUnits(position+level.Position));
|
||||
monster = Character.Create(monsterFile, ConvertUnits.ToSimUnits(position));
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
|
||||
@@ -47,8 +47,8 @@ namespace Barotrauma
|
||||
Vector2 tryPos = level.PositionsOfInterest[Rand.Int(level.PositionsOfInterest.Count, false)];
|
||||
|
||||
if (Submarine.PickBody(
|
||||
tryPos + level.Position,
|
||||
tryPos + level.Position - Vector2.UnitY*level.Size.Y,
|
||||
tryPos,
|
||||
tryPos - Vector2.UnitY*level.Size.Y,
|
||||
null, Physics.CollisionLevel) != null)
|
||||
{
|
||||
position = tryPos;
|
||||
@@ -65,7 +65,7 @@ namespace Barotrauma
|
||||
} while (tries < 10);
|
||||
|
||||
|
||||
item = new Item(itemPrefab, position + level.Position);
|
||||
item = new Item(itemPrefab, position);
|
||||
item.MoveWithLevel = true;
|
||||
item.body.FarseerBody.GravityScale = 0.5f;
|
||||
//item.MoveWithLevel = true;
|
||||
|
||||
@@ -116,159 +116,161 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
float simScale = 1.5f;
|
||||
|
||||
if (Level.Loaded != null)
|
||||
{
|
||||
List<VoronoiCell> cells = Level.Loaded.GetCells(-Level.Loaded.Position, 7);
|
||||
return;
|
||||
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
//if (Level.Loaded != null)
|
||||
//{
|
||||
// List<VoronoiCell> cells = Level.Loaded.GetCells(Submarine.Loaded.Position, 7);
|
||||
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
//if (!edge.isSolid) continue;
|
||||
float cellDot = Vector2.Dot(cell.Center + Level.Loaded.Position, (edge.point1 + edge.point2) / 2.0f - cell.Center);
|
||||
if (cellDot > 0) continue;
|
||||
// foreach (VoronoiCell cell in cells)
|
||||
// {
|
||||
|
||||
float facingDot = Vector2.Dot(Vector2.Normalize(edge.point1 - edge.point2), Vector2.Normalize(cell.Center + Level.Loaded.Position));
|
||||
facingDot = MathHelper.Clamp(facingDot, -1.0f, 1.0f);
|
||||
// foreach (GraphEdge edge in cell.edges)
|
||||
// {
|
||||
// //if (!edge.isSolid) continue;
|
||||
// float cellDot = Vector2.Dot(cell.Center + Level.Loaded.Position, (edge.point1 + edge.point2) / 2.0f - cell.Center);
|
||||
// if (cellDot > 0) continue;
|
||||
|
||||
Vector2 point1 = (edge.point1 + Level.Loaded.Position);
|
||||
Vector2 point2 = (edge.point2 + Level.Loaded.Position);
|
||||
// float facingDot = Vector2.Dot(Vector2.Normalize(edge.point1 - edge.point2), Vector2.Normalize(cell.Center + Level.Loaded.Position));
|
||||
// facingDot = MathHelper.Clamp(facingDot, -1.0f, 1.0f);
|
||||
|
||||
float length = (point1 - point2).Length();
|
||||
for (float x=0; x<length; x+=Rand.Range(600.0f, 800.0f))
|
||||
{
|
||||
Vector2 point = point1 + Vector2.Normalize(point2 - point1) * x;
|
||||
// Vector2 point1 = (edge.point1 + Level.Loaded.Position);
|
||||
// Vector2 point2 = (edge.point2 + Level.Loaded.Position);
|
||||
|
||||
float pointDist = point.Length() * displayScale;
|
||||
// float length = (point1 - point2).Length();
|
||||
// for (float x=0; x<length; x+=Rand.Range(600.0f, 800.0f))
|
||||
// {
|
||||
// Vector2 point = point1 + Vector2.Normalize(point2 - point1) * x;
|
||||
|
||||
if (pointDist > radius) continue;
|
||||
if (pointDist < prevPingRadius || pointDist > pingRadius) continue;
|
||||
// float pointDist = point.Length() * displayScale;
|
||||
|
||||
// if (pointDist > radius) continue;
|
||||
// if (pointDist < prevPingRadius || pointDist > pingRadius) continue;
|
||||
|
||||
|
||||
float step = 5.0f * (Math.Abs(facingDot)+1.0f);
|
||||
float alpha = Rand.Range(1.5f, 2.0f);
|
||||
for (float z = 0; z<radius-pointDist;z+=step)
|
||||
{
|
||||
// float step = 5.0f * (Math.Abs(facingDot)+1.0f);
|
||||
// float alpha = Rand.Range(1.5f, 2.0f);
|
||||
// for (float z = 0; z<radius-pointDist;z+=step)
|
||||
// {
|
||||
|
||||
var blip = new RadarBlip(
|
||||
point + Rand.Vector(150.0f) - Level.Loaded.Position + Vector2.Normalize(point) * z / displayScale,
|
||||
alpha);
|
||||
// var blip = new RadarBlip(
|
||||
// point + Rand.Vector(150.0f) - Level.Loaded.Position + Vector2.Normalize(point) * z / displayScale,
|
||||
// alpha);
|
||||
|
||||
radarBlips.Add(blip);
|
||||
step += 0.5f;
|
||||
alpha -= (z == 0) ? 0.5f : 0.1f;
|
||||
}
|
||||
// radarBlips.Add(blip);
|
||||
// step += 0.5f;
|
||||
// alpha -= (z == 0) ? 0.5f : 0.1f;
|
||||
// }
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
for (int i = 0; i < Submarine.Loaded.HullVertices.Count; i++)
|
||||
{
|
||||
Vector2 start = Submarine.Loaded.HullVertices[i] * simScale;
|
||||
start.Y = -start.Y;
|
||||
Vector2 end = Submarine.Loaded.HullVertices[(i + 1) % Submarine.Loaded.HullVertices.Count] * simScale;
|
||||
end.Y = -end.Y;
|
||||
// for (int i = 0; i < Submarine.Loaded.HullVertices.Count; i++)
|
||||
// {
|
||||
// Vector2 start = Submarine.Loaded.HullVertices[i] * simScale;
|
||||
// start.Y = -start.Y;
|
||||
// Vector2 end = Submarine.Loaded.HullVertices[(i + 1) % Submarine.Loaded.HullVertices.Count] * simScale;
|
||||
// end.Y = -end.Y;
|
||||
|
||||
Vector2 diff = end - start;
|
||||
for (float x = 0; x < diff.Length(); x+=4.0f )
|
||||
{
|
||||
GUI.DrawLine(spriteBatch, center + start, center + end, Color.Green);
|
||||
}
|
||||
}
|
||||
// Vector2 diff = end - start;
|
||||
// for (float x = 0; x < diff.Length(); x+=4.0f )
|
||||
// {
|
||||
// GUI.DrawLine(spriteBatch, center + start, center + end, Color.Green);
|
||||
// }
|
||||
// }
|
||||
|
||||
}
|
||||
//}
|
||||
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
if (c.AnimController.CurrentHull != null) continue;
|
||||
//foreach (Character c in Character.CharacterList)
|
||||
//{
|
||||
// if (c.AnimController.CurrentHull != null) continue;
|
||||
|
||||
foreach (Limb limb in c.AnimController.Limbs)
|
||||
{
|
||||
Vector2 pos = limb.Position;
|
||||
float pointDist = pos.Length() * displayScale;
|
||||
// foreach (Limb limb in c.AnimController.Limbs)
|
||||
// {
|
||||
// Vector2 pos = limb.Position;
|
||||
// float pointDist = pos.Length() * displayScale;
|
||||
|
||||
if (limb.SimPosition == Vector2.Zero || pointDist > radius) continue;
|
||||
// if (limb.SimPosition == Vector2.Zero || pointDist > radius) continue;
|
||||
|
||||
|
||||
if (pointDist > radius) continue;
|
||||
if (pointDist > prevPingRadius && pointDist < pingRadius)
|
||||
{
|
||||
var blip = new RadarBlip(pos - Level.Loaded.Position, 1.0f);
|
||||
radarBlips.Add(blip);
|
||||
}
|
||||
}
|
||||
}
|
||||
// if (pointDist > radius) continue;
|
||||
// if (pointDist > prevPingRadius && pointDist < pingRadius)
|
||||
// {
|
||||
// var blip = new RadarBlip(pos - Level.Loaded.Position, 1.0f);
|
||||
// radarBlips.Add(blip);
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
foreach (RadarBlip radarBlip in radarBlips)
|
||||
{
|
||||
DrawBlip(spriteBatch,radarBlip, center, Color.Green * radarBlip.FadeTimer, radius);
|
||||
}
|
||||
|
||||
prevPingRadius = pingRadius;
|
||||
|
||||
if (screenOverlay!=null)
|
||||
{
|
||||
screenOverlay.Draw(spriteBatch, center, 0.0f, rect.Width/screenOverlay.size.X);
|
||||
}
|
||||
//foreach (RadarBlip radarBlip in radarBlips)
|
||||
//{
|
||||
// DrawBlip(spriteBatch,radarBlip, center, Color.Green * radarBlip.FadeTimer, radius);
|
||||
//}
|
||||
|
||||
//prevPingRadius = pingRadius;
|
||||
|
||||
if (GameMain.GameSession == null) return;
|
||||
//if (screenOverlay!=null)
|
||||
//{
|
||||
// screenOverlay.Draw(spriteBatch, center, 0.0f, rect.Width/screenOverlay.size.X);
|
||||
//}
|
||||
|
||||
////prevPingRadius = pingRadius;
|
||||
|
||||
//if (GameMain.GameSession == null) return;
|
||||
|
||||
|
||||
DrawMarker(spriteBatch,
|
||||
(GameMain.GameSession.Map == null) ? "Start" : GameMain.GameSession.Map.CurrentLocation.Name,
|
||||
(Level.Loaded.StartPosition + Level.Loaded.Position), displayScale, center, (rect.Width * 0.55f));
|
||||
//DrawMarker(spriteBatch,
|
||||
// (GameMain.GameSession.Map == null) ? "Start" : GameMain.GameSession.Map.CurrentLocation.Name,
|
||||
// (Level.Loaded.StartPosition + Level.Loaded.Position), displayScale, center, (rect.Width * 0.55f));
|
||||
|
||||
DrawMarker(spriteBatch,
|
||||
(GameMain.GameSession.Map == null) ? "End" : GameMain.GameSession.Map.SelectedLocation.Name,
|
||||
(Level.Loaded.EndPosition + Level.Loaded.Position), displayScale, center, (rect.Width * 0.55f));
|
||||
//DrawMarker(spriteBatch,
|
||||
// (GameMain.GameSession.Map == null) ? "End" : GameMain.GameSession.Map.SelectedLocation.Name,
|
||||
// (Level.Loaded.EndPosition + Level.Loaded.Position), displayScale, center, (rect.Width * 0.55f));
|
||||
|
||||
if (GameMain.GameSession.Quest != null)
|
||||
{
|
||||
var quest = GameMain.GameSession.Quest;
|
||||
//if (GameMain.GameSession.Quest != null)
|
||||
//{
|
||||
// var quest = GameMain.GameSession.Quest;
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(quest.RadarLabel))
|
||||
{
|
||||
DrawMarker(spriteBatch,
|
||||
quest.RadarLabel,
|
||||
quest.RadarPosition, displayScale, center, (rect.Width * 0.55f));
|
||||
}
|
||||
}
|
||||
// if (!string.IsNullOrWhiteSpace(quest.RadarLabel))
|
||||
// {
|
||||
// DrawMarker(spriteBatch,
|
||||
// quest.RadarLabel,
|
||||
// quest.RadarPosition, displayScale, center, (rect.Width * 0.55f));
|
||||
// }
|
||||
//}
|
||||
|
||||
if (!GameMain.DebugDraw) return;
|
||||
//if (!GameMain.DebugDraw) return;
|
||||
|
||||
var steering = item.GetComponent<Steering>();
|
||||
if (steering == null || steering.SteeringPath == null) return;
|
||||
//var steering = item.GetComponent<Steering>();
|
||||
//if (steering == null || steering.SteeringPath == null) return;
|
||||
|
||||
Vector2 prevPos = Vector2.Zero;
|
||||
//Vector2 prevPos = Vector2.Zero;
|
||||
|
||||
foreach (WayPoint wp in steering.SteeringPath.Nodes)
|
||||
{
|
||||
Vector2 pos = (wp.Position - Submarine.Loaded.Position) * displayScale;
|
||||
if (pos.Length() > radius) continue;
|
||||
//foreach (WayPoint wp in steering.SteeringPath.Nodes)
|
||||
//{
|
||||
// Vector2 pos = (wp.Position - Submarine.Loaded.Position) * displayScale;
|
||||
// if (pos.Length() > radius) continue;
|
||||
|
||||
pos.Y = -pos.Y;
|
||||
pos += center;
|
||||
// pos.Y = -pos.Y;
|
||||
// pos += center;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X -3 / 2, (int)pos.Y - 3, 6, 6), (steering.SteeringPath.CurrentNode==wp) ? Color.LightGreen : Color.Green, false);
|
||||
// GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X -3 / 2, (int)pos.Y - 3, 6, 6), (steering.SteeringPath.CurrentNode==wp) ? Color.LightGreen : Color.Green, false);
|
||||
|
||||
if (prevPos!=Vector2.Zero)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch, pos, prevPos, Color.Green);
|
||||
}
|
||||
// if (prevPos!=Vector2.Zero)
|
||||
// {
|
||||
// GUI.DrawLine(spriteBatch, pos, prevPos, Color.Green);
|
||||
// }
|
||||
|
||||
prevPos = pos;
|
||||
}
|
||||
// prevPos = pos;
|
||||
//}
|
||||
|
||||
voltage = 0.0f;
|
||||
//voltage = 0.0f;
|
||||
}
|
||||
|
||||
private void DrawBlip(SpriteBatch spriteBatch, RadarBlip blip, Vector2 center, Color color, float radius)
|
||||
{
|
||||
Vector2 pos = (blip.Position + Level.Loaded.Position) * displayScale;
|
||||
Vector2 pos = (blip.Position) * displayScale;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
if (pos.Length() > radius)
|
||||
|
||||
@@ -77,15 +77,7 @@ namespace Barotrauma
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Vector2 Position
|
||||
{
|
||||
get
|
||||
{
|
||||
return cells==null ? Vector2.Zero : ConvertUnits.ToDisplayUnits(cells[0].body.Position);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public List<Vector2> PositionsOfInterest
|
||||
{
|
||||
get { return positionsOfInterest; }
|
||||
@@ -712,106 +704,106 @@ namespace Barotrauma
|
||||
return verticeList.ToArray();
|
||||
}
|
||||
|
||||
public void SetPosition(Vector2 pos)
|
||||
{
|
||||
Vector2 amount = pos - Position;
|
||||
Vector2 simAmount = ConvertUnits.ToSimUnits(amount);
|
||||
//foreach (VoronoiCell cell in cells)
|
||||
//{
|
||||
// if (cell.body == null) continue;
|
||||
// cell.body.SleepingAllowed = false;
|
||||
// cell.body.SetTransform(cell.body.Position + simAmount, cell.body.Rotation);
|
||||
//}
|
||||
//public void SetPosition(Vector2 pos)
|
||||
//{
|
||||
// Vector2 amount = pos - Position;
|
||||
// Vector2 simAmount = ConvertUnits.ToSimUnits(amount);
|
||||
// //foreach (VoronoiCell cell in cells)
|
||||
// //{
|
||||
// // if (cell.body == null) continue;
|
||||
// // cell.body.SleepingAllowed = false;
|
||||
// // cell.body.SetTransform(cell.body.Position + simAmount, cell.body.Rotation);
|
||||
// //}
|
||||
|
||||
foreach (Body body in bodies)
|
||||
{
|
||||
body.SetTransform(body.Position + simAmount, body.Rotation);
|
||||
}
|
||||
// foreach (Body body in bodies)
|
||||
// {
|
||||
// body.SetTransform(body.Position + simAmount, body.Rotation);
|
||||
// }
|
||||
|
||||
foreach (MapEntity mapEntity in MapEntity.mapEntityList)
|
||||
{
|
||||
Item item = mapEntity as Item;
|
||||
if (item == null)
|
||||
{
|
||||
//if (!mapEntity.MoveWithLevel) continue;
|
||||
//mapEntity.Move(amount);
|
||||
}
|
||||
else if (item.body != null)
|
||||
{
|
||||
if (item.CurrentHull != null) continue;
|
||||
item.SetTransform(item.SimPosition+amount, item.body.Rotation);
|
||||
}
|
||||
}
|
||||
// foreach (MapEntity mapEntity in MapEntity.mapEntityList)
|
||||
// {
|
||||
// Item item = mapEntity as Item;
|
||||
// if (item == null)
|
||||
// {
|
||||
// //if (!mapEntity.MoveWithLevel) continue;
|
||||
// //mapEntity.Move(amount);
|
||||
// }
|
||||
// else if (item.body != null)
|
||||
// {
|
||||
// if (item.CurrentHull != null) continue;
|
||||
// item.SetTransform(item.SimPosition+amount, item.body.Rotation);
|
||||
// }
|
||||
// }
|
||||
|
||||
//WrappingWall.UpdateWallShift(Position, wrappingWalls);
|
||||
}
|
||||
// //WrappingWall.UpdateWallShift(Position, wrappingWalls);
|
||||
//}
|
||||
|
||||
Vector2 prevVelocity;
|
||||
public void Move(Vector2 amount)
|
||||
{
|
||||
Vector2 simVelocity = ConvertUnits.ToSimUnits(amount / (float)Physics.step);
|
||||
//Vector2 prevVelocity;
|
||||
//public void Move(Vector2 amount)
|
||||
//{
|
||||
// Vector2 simVelocity = ConvertUnits.ToSimUnits(amount / (float)Physics.step);
|
||||
|
||||
foreach (Body body in bodies)
|
||||
{
|
||||
body.LinearVelocity = simVelocity;
|
||||
}
|
||||
// foreach (Body body in bodies)
|
||||
// {
|
||||
// body.LinearVelocity = simVelocity;
|
||||
// }
|
||||
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
if (character.AnimController.CurrentHull != null) continue;
|
||||
// foreach (Character character in Character.CharacterList)
|
||||
// {
|
||||
// foreach (Limb limb in character.AnimController.Limbs)
|
||||
// {
|
||||
// if (character.AnimController.CurrentHull != null) continue;
|
||||
|
||||
limb.body.LinearVelocity += simVelocity;
|
||||
}
|
||||
}
|
||||
// limb.body.LinearVelocity += simVelocity;
|
||||
// }
|
||||
// }
|
||||
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.body==null || item.CurrentHull != null) continue;
|
||||
item.body.LinearVelocity += simVelocity;
|
||||
}
|
||||
// foreach (Item item in Item.ItemList)
|
||||
// {
|
||||
// if (item.body==null || item.CurrentHull != null) continue;
|
||||
// item.body.LinearVelocity += simVelocity;
|
||||
// }
|
||||
|
||||
AtStartPosition = Vector2.Distance(startPosition, -Position) < ExitDistance;
|
||||
AtEndPosition = Vector2.Distance(endPosition, -Position) < ExitDistance;
|
||||
// AtStartPosition = Vector2.Distance(startPosition, -Position) < ExitDistance;
|
||||
// AtEndPosition = Vector2.Distance(endPosition, -Position) < ExitDistance;
|
||||
|
||||
prevVelocity = simVelocity;
|
||||
// prevVelocity = simVelocity;
|
||||
|
||||
WrappingWall.UpdateWallShift(-Position, wrappingWalls);
|
||||
}
|
||||
// WrappingWall.UpdateWallShift(-Position, wrappingWalls);
|
||||
//}
|
||||
|
||||
public static void AfterWorldStep()
|
||||
{
|
||||
if (loaded == null) return;
|
||||
//public static void AfterWorldStep()
|
||||
//{
|
||||
// if (loaded == null) return;
|
||||
|
||||
loaded.ResetBodyVelocities();
|
||||
}
|
||||
// loaded.ResetBodyVelocities();
|
||||
//}
|
||||
|
||||
private void ResetBodyVelocities()
|
||||
{
|
||||
if (prevVelocity == Vector2.Zero) return;
|
||||
if (!MathUtils.IsValid(prevVelocity))
|
||||
{
|
||||
prevVelocity = Vector2.Zero;
|
||||
return;
|
||||
}
|
||||
//private void ResetBodyVelocities()
|
||||
//{
|
||||
// if (prevVelocity == Vector2.Zero) return;
|
||||
// if (!MathUtils.IsValid(prevVelocity))
|
||||
// {
|
||||
// prevVelocity = Vector2.Zero;
|
||||
// return;
|
||||
// }
|
||||
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
if (character.AnimController.CurrentHull != null) continue;
|
||||
// foreach (Character character in Character.CharacterList)
|
||||
// {
|
||||
// if (character.AnimController.CurrentHull != null) continue;
|
||||
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
limb.body.LinearVelocity -= prevVelocity;
|
||||
}
|
||||
}
|
||||
// foreach (Limb limb in character.AnimController.Limbs)
|
||||
// {
|
||||
// limb.body.LinearVelocity -= prevVelocity;
|
||||
// }
|
||||
// }
|
||||
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.body == null || item.CurrentHull != null) continue;
|
||||
item.body.LinearVelocity -= prevVelocity;
|
||||
}
|
||||
}
|
||||
// foreach (Item item in Item.ItemList)
|
||||
// {
|
||||
// if (item.body == null || item.CurrentHull != null) continue;
|
||||
// item.body.LinearVelocity -= prevVelocity;
|
||||
// }
|
||||
//}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
@@ -841,7 +833,7 @@ namespace Barotrauma
|
||||
|
||||
System.Diagnostics.Debug.WriteLine("avgpos: " + avgPos / cells.Count);
|
||||
|
||||
System.Diagnostics.Debug.WriteLine("pos: " + Position);
|
||||
//System.Diagnostics.Debug.WriteLine("pos: " + Position);
|
||||
}
|
||||
|
||||
public List<VoronoiCell> GetCells(Vector2 pos, int searchDepth = 2)
|
||||
@@ -911,10 +903,10 @@ namespace Barotrauma
|
||||
{
|
||||
if (onlySolid && !cell.edges[i].isSolid) continue;
|
||||
|
||||
Vector2 start = cell.edges[i].point1 + Position;
|
||||
Vector2 start = cell.edges[i].point1;
|
||||
start.Y = -start.Y;
|
||||
|
||||
Vector2 end = cell.edges[i].point2 + Position;
|
||||
Vector2 end = cell.edges[i].point2;
|
||||
end.Y = -end.Y;
|
||||
|
||||
edges.Add(new Vector2[] { start, end });
|
||||
@@ -932,7 +924,7 @@ namespace Barotrauma
|
||||
|
||||
foreach (VoronoiCell cell in wrappingWalls[side, n].Cells)
|
||||
{
|
||||
Vector2 offset = wrappingWalls[side, n].Offset + Position;
|
||||
Vector2 offset = wrappingWalls[side, n].Offset;
|
||||
for (int i = 0; i < cell.edges.Count; i++)
|
||||
{
|
||||
if (onlySolid && !cell.edges[i].isSolid) continue;
|
||||
|
||||
@@ -35,8 +35,8 @@ namespace Barotrauma
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
Vector2 pos = level.EndPosition;
|
||||
pos.Y = -pos.Y - level.Position.Y;
|
||||
Vector2 pos = Vector2.Zero;// level.EndPosition;
|
||||
//pos.Y = -pos.Y - level.Position.Y;
|
||||
|
||||
if (GameMain.GameScreen.Cam.WorldView.Y < -pos.Y - 512) return;
|
||||
|
||||
@@ -46,7 +46,7 @@ namespace Barotrauma
|
||||
int width = (int)(Math.Ceiling(GameMain.GameScreen.Cam.WorldView.Width / 512.0f + 2.0f) * 512.0f);
|
||||
|
||||
spriteBatch.Draw(shaftTexture,
|
||||
new Rectangle((int)(MathUtils.Round(pos.X, 512.0f) + level.Position.X % 512), (int)pos.Y, width, 512),
|
||||
new Rectangle((int)(MathUtils.Round(pos.X, 512.0f) - Submarine.Loaded.Position.X % 512), (int)pos.Y, width, 512),
|
||||
new Rectangle(0, 0, width, 256),
|
||||
Color.White, 0.0f,
|
||||
Vector2.Zero,
|
||||
@@ -59,7 +59,7 @@ namespace Barotrauma
|
||||
if (vertices == null) return;
|
||||
if (vertices.Length <= 0) return;
|
||||
|
||||
basicEffect.World = Matrix.CreateTranslation(new Vector3(level.Position, 0.0f)) * cam.ShaderTransform
|
||||
basicEffect.World = cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
|
||||
|
||||
basicEffect.CurrentTechnique.Passes[0].Apply();
|
||||
@@ -74,7 +74,7 @@ namespace Barotrauma
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
basicEffect.World = Matrix.CreateTranslation(
|
||||
new Vector3(level.Position + level.WrappingWalls[side, i].Offset, 0.0f)) *
|
||||
new Vector3(-Submarine.Loaded.Position + level.WrappingWalls[side, i].Offset, 0.0f)) *
|
||||
cam.ShaderTransform *
|
||||
Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
|
||||
|
||||
|
||||
@@ -69,7 +69,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
foreach (ConvexHull convexHull in ConvexHull.list)
|
||||
{
|
||||
if (!camView.Intersects(convexHull.BoundingBox)) continue;
|
||||
//if (!camView.Intersects(convexHull.BoundingBox)) continue;
|
||||
|
||||
convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
|
||||
}
|
||||
@@ -109,7 +109,7 @@ namespace Barotrauma.Lights
|
||||
foreach (LightSource light in lights)
|
||||
{
|
||||
if (light.hullsInRange.Count == 0 || light.Color.A < 0.01f || light.Range < 1.0f) continue;
|
||||
if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, viewRect)) continue;
|
||||
//if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, viewRect)) continue;
|
||||
|
||||
//clear alpha to 1
|
||||
ClearAlphaToOne(graphics, spriteBatch);
|
||||
@@ -128,7 +128,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
//draw the light shape
|
||||
//where Alpha is 0, nothing will be written
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, Matrix.CreateTranslation(new Vector3(Submarine.Loaded.Position.X, -Submarine.Loaded.Position.Y, 0.0f)) * cam.Transform);
|
||||
light.Draw(spriteBatch);
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
@@ -23,7 +23,6 @@ namespace Barotrauma
|
||||
|
||||
class Submarine : Entity
|
||||
{
|
||||
|
||||
public static string SavePath = "Data" + System.IO.Path.DirectorySeparatorChar + "SavedSubs";
|
||||
|
||||
public static List<Submarine> SavedSubmarines = new List<Submarine>();
|
||||
@@ -99,7 +98,7 @@ namespace Barotrauma
|
||||
|
||||
public Vector2 Position
|
||||
{
|
||||
get { return (Level.Loaded == null) ? Vector2.Zero : -Level.Loaded.Position; }
|
||||
get { return subBody.Position; }
|
||||
}
|
||||
|
||||
public Vector2 Speed
|
||||
@@ -377,7 +376,9 @@ namespace Barotrauma
|
||||
public void SetPosition(Vector2 position)
|
||||
{
|
||||
if (!MathUtils.IsValid(position)) return;
|
||||
Level.Loaded.SetPosition(-position);
|
||||
|
||||
subBody.SetPosition(position);
|
||||
//Level.Loaded.SetPosition(-position);
|
||||
//prevPosition = position;
|
||||
}
|
||||
|
||||
@@ -385,7 +386,9 @@ namespace Barotrauma
|
||||
{
|
||||
if (amount == Vector2.Zero || !MathUtils.IsValid(amount)) return;
|
||||
|
||||
Level.Loaded.Move(-amount);
|
||||
subBody.SetPosition(subBody.Position + amount);
|
||||
|
||||
//Level.Loaded.Move(-amount);
|
||||
}
|
||||
|
||||
public override bool FillNetworkData(Networking.NetworkEventType type, NetBuffer message, object data)
|
||||
|
||||
@@ -71,6 +71,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 Position
|
||||
{
|
||||
get { return ConvertUnits.ToDisplayUnits(body.Position); }
|
||||
}
|
||||
|
||||
public Vector2 Center
|
||||
{
|
||||
@@ -79,7 +83,7 @@ namespace Barotrauma
|
||||
|
||||
public bool AtDamageDepth
|
||||
{
|
||||
get { return sub.Position.Y < DamageDepth; }
|
||||
get { return Position.Y < DamageDepth; }
|
||||
}
|
||||
|
||||
public SubmarineBody(Submarine sub)
|
||||
@@ -187,34 +191,35 @@ namespace Barotrauma
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (body.Position!=Vector2.Zero)
|
||||
if (Position!=Vector2.Zero)
|
||||
{
|
||||
UpdateColliding();
|
||||
//!!!!!!!!!!!!!!!!
|
||||
//UpdateColliding();
|
||||
}
|
||||
|
||||
Vector2 translateAmount = speed * deltaTime;
|
||||
translateAmount += ConvertUnits.ToDisplayUnits(body.Position) * collisionRigidness;
|
||||
//Vector2 translateAmount = speed * deltaTime;
|
||||
//translateAmount += ConvertUnits.ToDisplayUnits(Position) * collisionRigidness;
|
||||
|
||||
if (targetPosition != Vector2.Zero && targetPosition != sub.Position)
|
||||
{
|
||||
float dist = Vector2.Distance(targetPosition, sub.Position);
|
||||
//if (targetPosition != Vector2.Zero && targetPosition != Position)
|
||||
//{
|
||||
// float dist = Vector2.Distance(targetPosition, Position);
|
||||
|
||||
if (dist>1000.0f)
|
||||
{
|
||||
sub.SetPosition(targetPosition);
|
||||
targetPosition = Vector2.Zero;
|
||||
}
|
||||
else if (dist>50.0f)
|
||||
{
|
||||
translateAmount += (targetPosition - sub.Position) * 0.01f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
targetPosition = Vector2.Zero;
|
||||
}
|
||||
// if (dist>1000.0f)
|
||||
// {
|
||||
// sub.SetPosition(targetPosition);
|
||||
// targetPosition = Vector2.Zero;
|
||||
// }
|
||||
// else if (dist>50.0f)
|
||||
// {
|
||||
// translateAmount += (targetPosition - Position) * 0.01f;
|
||||
// }
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// targetPosition = Vector2.Zero;
|
||||
//}
|
||||
|
||||
sub.Translate(translateAmount);
|
||||
//sub.Translate(translateAmount);
|
||||
|
||||
//-------------------------
|
||||
|
||||
@@ -232,14 +237,13 @@ namespace Barotrauma
|
||||
|
||||
ApplyForce(totalForce);
|
||||
|
||||
UpdateDepthDamage(deltaTime);
|
||||
//UpdateDepthDamage(deltaTime);
|
||||
|
||||
//hullBodies[0].body.LinearVelocity = -hullBodies[0].body.Position;
|
||||
|
||||
//hullBody.SetTransform(Vector2.Zero , 0.0f);
|
||||
body.SetTransform(Vector2.Zero, 0.0f);// .LinearVelocity = -body.Position / (float)Physics.step;
|
||||
body.LinearVelocity = Vector2.Zero;
|
||||
|
||||
//body.SetTransform(Vector2.Zero, 0.0f);// .LinearVelocity = -body.Position / (float)Physics.step;
|
||||
//body.LinearVelocity = Vector2.Zero;
|
||||
}
|
||||
|
||||
private Vector2 CalculateBuoyancy()
|
||||
@@ -264,14 +268,19 @@ namespace Barotrauma
|
||||
|
||||
public void ApplyForce(Vector2 force)
|
||||
{
|
||||
Speed += force / mass;
|
||||
body.ApplyForce(force/100.0f);
|
||||
}
|
||||
|
||||
public void SetPosition(Vector2 position)
|
||||
{
|
||||
body.SetTransform(ConvertUnits.ToSimUnits(position), 0.0f);
|
||||
}
|
||||
|
||||
private void UpdateDepthDamage(float deltaTime)
|
||||
{
|
||||
if (sub.Position.Y > DamageDepth) return;
|
||||
if (Position.Y > DamageDepth) return;
|
||||
|
||||
float depth = DamageDepth - sub.Position.Y;
|
||||
float depth = DamageDepth - Position.Y;
|
||||
depth = Math.Min(depth, 40000.0f);
|
||||
|
||||
// float prevTimer = depthDamageTimer;
|
||||
@@ -311,6 +320,9 @@ namespace Barotrauma
|
||||
|
||||
private void UpdateColliding()
|
||||
{
|
||||
|
||||
return;
|
||||
|
||||
if (body.Position.LengthSquared()<0.00001f) return;
|
||||
|
||||
Vector2 normal = Vector2.Normalize(body.Position);
|
||||
|
||||
@@ -118,7 +118,7 @@ namespace Barotrauma
|
||||
|
||||
GameMain.World.Step((float)Physics.step);
|
||||
|
||||
Level.AfterWorldStep();
|
||||
//Level.AfterWorldStep();
|
||||
|
||||
Physics.accumulator -= Physics.step;
|
||||
}
|
||||
@@ -177,7 +177,7 @@ namespace Barotrauma
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap);
|
||||
|
||||
Vector2 backgroundPos = cam.Position;
|
||||
if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
|
||||
//if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
|
||||
backgroundPos.Y = -backgroundPos.Y;
|
||||
backgroundPos /= 20.0f;
|
||||
|
||||
@@ -210,7 +210,7 @@ namespace Barotrauma
|
||||
BackgroundSpriteManager.Draw(spriteBatch);
|
||||
|
||||
backgroundPos = new Vector2(cam.WorldView.X, cam.WorldView.Y) + dustOffset;
|
||||
if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
|
||||
//if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
|
||||
|
||||
Rectangle viewRect = cam.WorldView;
|
||||
viewRect.Y = -viewRect.Y;
|
||||
@@ -229,7 +229,7 @@ namespace Barotrauma
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront,
|
||||
BlendState.AlphaBlend,
|
||||
null, null, null, null,
|
||||
cam.Transform);
|
||||
Matrix.CreateTranslation(new Vector3(Submarine.Loaded.Position.X, -Submarine.Loaded.Position.Y, 0.0f))*cam.Transform);
|
||||
|
||||
Submarine.DrawBack(spriteBatch);
|
||||
|
||||
@@ -315,7 +315,7 @@ namespace Barotrauma
|
||||
hull.Render(graphics, cam);
|
||||
}
|
||||
|
||||
Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
|
||||
Hull.renderer.Render(graphics, cam, renderTargetAir,Cam.ShaderTransform);
|
||||
|
||||
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
|
||||
{
|
||||
@@ -330,7 +330,7 @@ namespace Barotrauma
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront,
|
||||
BlendState.AlphaBlend, SamplerState.LinearWrap,
|
||||
null, null, null,
|
||||
cam.Transform);
|
||||
Matrix.CreateTranslation(new Vector3(Submarine.Loaded.Position.X, -Submarine.Loaded.Position.Y, 0.0f))*cam.Transform);
|
||||
|
||||
foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
|
||||
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user