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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@@ -35,8 +35,8 @@ namespace Barotrauma
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public void Draw(SpriteBatch spriteBatch)
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{
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Vector2 pos = level.EndPosition;
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pos.Y = -pos.Y - level.Position.Y;
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Vector2 pos = Vector2.Zero;// level.EndPosition;
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//pos.Y = -pos.Y - level.Position.Y;
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if (GameMain.GameScreen.Cam.WorldView.Y < -pos.Y - 512) return;
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@@ -46,7 +46,7 @@ namespace Barotrauma
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int width = (int)(Math.Ceiling(GameMain.GameScreen.Cam.WorldView.Width / 512.0f + 2.0f) * 512.0f);
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spriteBatch.Draw(shaftTexture,
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new Rectangle((int)(MathUtils.Round(pos.X, 512.0f) + level.Position.X % 512), (int)pos.Y, width, 512),
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new Rectangle((int)(MathUtils.Round(pos.X, 512.0f) - Submarine.Loaded.Position.X % 512), (int)pos.Y, width, 512),
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new Rectangle(0, 0, width, 256),
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Color.White, 0.0f,
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Vector2.Zero,
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@@ -59,7 +59,7 @@ namespace Barotrauma
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if (vertices == null) return;
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if (vertices.Length <= 0) return;
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basicEffect.World = Matrix.CreateTranslation(new Vector3(level.Position, 0.0f)) * cam.ShaderTransform
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basicEffect.World = cam.ShaderTransform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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basicEffect.CurrentTechnique.Passes[0].Apply();
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@@ -74,7 +74,7 @@ namespace Barotrauma
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for (int i = 0; i < 2; i++)
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{
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basicEffect.World = Matrix.CreateTranslation(
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new Vector3(level.Position + level.WrappingWalls[side, i].Offset, 0.0f)) *
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new Vector3(-Submarine.Loaded.Position + level.WrappingWalls[side, i].Offset, 0.0f)) *
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cam.ShaderTransform *
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Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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