Rendering lights, fow penumbra, human anim tweaking, female sprite, electricity bugfixes

This commit is contained in:
Regalis
2015-07-24 00:36:44 +03:00
parent 4820e55e05
commit c2be74324d
36 changed files with 334 additions and 150 deletions
+30 -22
View File
@@ -54,7 +54,7 @@ namespace Subsurface.Items.Components
pingState = (pingState + deltaTime * 0.5f);
if (pingState>1.0f)
{
item.Use(deltaTime,null);
item.Use(deltaTime, null);
pingState = 0.0f;
}
@@ -63,7 +63,7 @@ namespace Subsurface.Items.Components
public override bool Use(float deltaTime, Character character = null)
{
return true;
return (pingState > 1.0f);
}
public override void DrawHUD(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Character character)
@@ -87,7 +87,7 @@ namespace Subsurface.Items.Components
//lineEnd += new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * Math.Min(width, height) / 2.0f;
//GUI.DrawLine(spriteBatch, GuiFrame.Center, lineEnd, Color.Green);
if (!isActive || Level.Loaded == null) return;
if (!isActive) return;
if (pingCircle!=null)
{
@@ -97,35 +97,43 @@ namespace Subsurface.Items.Components
float scale = 0.015f;
List<Vector2[]> edges = Level.Loaded.GetCellEdges(-Level.Loaded.Position, 7);
Vector2 offset = Vector2.Zero;
for (int i = 0; i < edges.Count; i++)
if (Level.Loaded != null)
{
GUI.DrawLine(spriteBatch,
center + (edges[i][0] - offset) * scale,
center + (edges[i][1] - offset) * scale, Color.White);
}
List<Vector2[]> edges = Level.Loaded.GetCellEdges(-Level.Loaded.Position, 7);
Vector2 offset = Vector2.Zero;
scale = ConvertUnits.ToDisplayUnits(scale);
for (int i = 0; i < Submarine.Loaded.HullVertices.Count; i++)
{
Vector2 start = Submarine.Loaded.HullVertices[i] * scale;
start.Y = -start.Y;
Vector2 end = Submarine.Loaded.HullVertices[(i + 1) % Submarine.Loaded.HullVertices.Count] * scale;
end.Y = -end.Y;
for (int i = 0; i < edges.Count; i++)
{
GUI.DrawLine(spriteBatch,
center + (edges[i][0] - offset) * scale,
center + (edges[i][1] - offset) * scale, Color.White);
}
GUI.DrawLine(spriteBatch, center + start, center + end, Color.White);
scale = ConvertUnits.ToDisplayUnits(scale);
for (int i = 0; i < Submarine.Loaded.HullVertices.Count; i++)
{
Vector2 start = Submarine.Loaded.HullVertices[i] * scale;
start.Y = -start.Y;
Vector2 end = Submarine.Loaded.HullVertices[(i + 1) % Submarine.Loaded.HullVertices.Count] * scale;
end.Y = -end.Y;
GUI.DrawLine(spriteBatch, center + start, center + end, Color.White);
}
}
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull != null) continue;
if (c.SimPosition!=Vector2.Zero && c.SimPosition.Length() < 7*Level.GridCellWidth)
if (c.SimPosition != Vector2.Zero && c.SimPosition.Length() < 7 * Level.GridCellWidth)
{
int width = (int)c.Mass/5;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)c.Position.X - width / 2, (int)c.Position.Y - width / 2, width, width), Color.White);
int width = (int)Math.Min(c.Mass / 5, 30);
Vector2 pos = c.Position * scale;
pos.Y = -pos.Y;
pos += center;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - width / 2, (int)pos.Y - width / 2, width, width), Color.White, true);
}
}