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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@@ -118,7 +118,7 @@ namespace Barotrauma
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GameMain.World.Step((float)Physics.step);
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Level.AfterWorldStep();
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//Level.AfterWorldStep();
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Physics.accumulator -= Physics.step;
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}
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@@ -177,7 +177,7 @@ namespace Barotrauma
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap);
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Vector2 backgroundPos = cam.Position;
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if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
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//if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
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backgroundPos.Y = -backgroundPos.Y;
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backgroundPos /= 20.0f;
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@@ -210,7 +210,7 @@ namespace Barotrauma
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BackgroundSpriteManager.Draw(spriteBatch);
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backgroundPos = new Vector2(cam.WorldView.X, cam.WorldView.Y) + dustOffset;
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if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
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//if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
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Rectangle viewRect = cam.WorldView;
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viewRect.Y = -viewRect.Y;
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@@ -229,7 +229,7 @@ namespace Barotrauma
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend,
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null, null, null, null,
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cam.Transform);
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Matrix.CreateTranslation(new Vector3(Submarine.Loaded.Position.X, -Submarine.Loaded.Position.Y, 0.0f))*cam.Transform);
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Submarine.DrawBack(spriteBatch);
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@@ -315,7 +315,7 @@ namespace Barotrauma
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hull.Render(graphics, cam);
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}
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Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
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Hull.renderer.Render(graphics, cam, renderTargetAir,Cam.ShaderTransform);
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
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{
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@@ -330,7 +330,7 @@ namespace Barotrauma
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend, SamplerState.LinearWrap,
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null, null, null,
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cam.Transform);
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Matrix.CreateTranslation(new Vector3(Submarine.Loaded.Position.X, -Submarine.Loaded.Position.Y, 0.0f))*cam.Transform);
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foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
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