Very unfinished attempt at changing the coordinate system to work relative to the level and to move the sub instead of the whole level
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@@ -35,13 +35,13 @@ namespace Barotrauma
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for (int i = 0; i < amount; i++)
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{
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Vector2 position = (randomWayPoint == null) ? Vector2.Zero : FarseerPhysics.ConvertUnits.ToSimUnits(randomWayPoint.Position + Level.Loaded.Position);
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Vector2 position = (randomWayPoint == null) ? Vector2.Zero : FarseerPhysics.ConvertUnits.ToSimUnits(randomWayPoint.Position);
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if (spawnDeep)
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{
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position.Y = FarseerPhysics.ConvertUnits.ToSimUnits(Level.Loaded.Position.Y);
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}
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//!!!!!!!!!!!!!!!!!!
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//if (spawnDeep)
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//{
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// position.Y = FarseerPhysics.ConvertUnits.ToSimUnits(Level.Loaded.Position.Y);
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//}
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position.X += Rand.Range(-0.5f, 0.5f);
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position.Y += Rand.Range(-0.5f, 0.5f);
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@@ -31,7 +31,7 @@ namespace Barotrauma
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{
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Vector2 position = level.PositionsOfInterest[Rand.Int(level.PositionsOfInterest.Count, false)];
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monster = Character.Create(monsterFile, ConvertUnits.ToSimUnits(position+level.Position));
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monster = Character.Create(monsterFile, ConvertUnits.ToSimUnits(position));
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}
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public override void Update(float deltaTime)
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@@ -47,8 +47,8 @@ namespace Barotrauma
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Vector2 tryPos = level.PositionsOfInterest[Rand.Int(level.PositionsOfInterest.Count, false)];
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if (Submarine.PickBody(
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tryPos + level.Position,
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tryPos + level.Position - Vector2.UnitY*level.Size.Y,
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tryPos,
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tryPos - Vector2.UnitY*level.Size.Y,
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null, Physics.CollisionLevel) != null)
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{
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position = tryPos;
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@@ -65,7 +65,7 @@ namespace Barotrauma
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} while (tries < 10);
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item = new Item(itemPrefab, position + level.Position);
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item = new Item(itemPrefab, position);
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item.MoveWithLevel = true;
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item.body.FarseerBody.GravityScale = 0.5f;
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//item.MoveWithLevel = true;
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