- Added "LevelTriggers", areas that apply statuseffects and/or damage to entities. Atm can only be attached to background sprites.

- Moved background sprites to the shared project.
- The debug textures of physics bodies have a maximum size of 128x128 pixels to prevent large bodies from taking up excessive amounts of memory.
- Attacks can be set to only affect humans.
This commit is contained in:
Joonas Rikkonen
2017-08-23 20:37:30 +03:00
parent 2d1c00546f
commit c2da3a6af4
19 changed files with 467 additions and 225 deletions

View File

@@ -73,8 +73,6 @@
<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreature.cs" />
<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreatureManager.cs" />
<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreaturePrefab.cs" />
<Compile Include="Source\Characters\BackgroundSprite\BackgroundSpriteManager.cs" />
<Compile Include="Source\Characters\BackgroundSprite\BackgroundSpritePrefab.cs" />
<Compile Include="Source\Characters\Character.cs" />
<Compile Include="Source\Characters\CharacterHUD.cs" />
<Compile Include="Source\Characters\CharacterInfo.cs" />
@@ -153,6 +151,8 @@
<Compile Include="Source\Map\FireSource.cs" />
<Compile Include="Source\Map\Gap.cs" />
<Compile Include="Source\Map\Hull.cs" />
<Compile Include="Source\Map\Levels\BackgroundSpriteManager.cs" />
<Compile Include="Source\Map\Levels\BackgroundSpritePrefab.cs" />
<Compile Include="Source\Map\Levels\CaveGenerator.cs" />
<Compile Include="Source\Map\Levels\Level.cs" />
<Compile Include="Source\Map\Levels\LevelRenderer.cs" />

View File

@@ -11,9 +11,9 @@ namespace Barotrauma
{
const int MaxSprites = 100;
const float checkActiveInterval = 1.0f;
const float CheckActiveInterval = 1.0f;
float checkActiveTimer;
private float checkActiveTimer;
private List<BackgroundCreaturePrefab> prefabs = new List<BackgroundCreaturePrefab>();
private List<BackgroundCreature> activeSprites = new List<BackgroundCreature>();
@@ -104,15 +104,15 @@ namespace Barotrauma
public void Update(float deltaTime, Camera cam)
{
if (checkActiveTimer<0.0f)
if (checkActiveTimer < 0.0f)
{
foreach (BackgroundCreature sprite in activeSprites)
{
sprite.Enabled = (Math.Abs(sprite.TransformedPosition.X - cam.WorldViewCenter.X) < 4000.0f &&
Math.Abs(sprite.TransformedPosition.Y - cam.WorldViewCenter.Y) < 4000.0f);
sprite.Enabled = Math.Abs(sprite.TransformedPosition.X - cam.WorldViewCenter.X) < cam.WorldView.Width &&
Math.Abs(sprite.TransformedPosition.Y - cam.WorldViewCenter.Y) < cam.WorldView.Height;
}
checkActiveTimer = checkActiveInterval;
checkActiveTimer = CheckActiveInterval;
}
else
{

View File

@@ -17,10 +17,6 @@ namespace Barotrauma.Tutorials
public override IEnumerable<object> UpdateState()
{
//spawn some fish next to the player
GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(2,
Submarine.MainSub.Position + Character.Controlled.Position);
foreach (Item item in Item.ItemList)
{
var wire = item.GetComponent<Wire>();

View File

@@ -0,0 +1,132 @@
using Barotrauma.Particles;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
namespace Barotrauma
{
partial class BackgroundSprite
{
public ParticleEmitter ParticleEmitter;
}
partial class BackgroundSpriteManager
{
private List<BackgroundSprite> visibleSprites = new List<BackgroundSprite>();
private Rectangle currentGridIndices;
partial void UpdateProjSpecific(float deltaTime)
{
foreach (BackgroundSprite s in visibleSprites)
{
if (s.Prefab.ParticleEmitterPrefab != null)
{
Vector2 emitterPos = new Vector2(s.Prefab.EmitterPosition.X, s.Prefab.EmitterPosition.Y) * s.Scale;
if (s.Rotation != 0.0f || s.Prefab.SwingAmount != 0.0f)
{
var ca = (float)Math.Cos(s.Rotation + swingState * s.Prefab.SwingAmount);
var sa = (float)Math.Sin(s.Rotation + swingState * s.Prefab.SwingAmount);
emitterPos = new Vector2(
ca * emitterPos.X + sa * emitterPos.Y,
-sa * emitterPos.X + ca * emitterPos.Y);
}
s.ParticleEmitter.Emit(deltaTime, new Vector2(s.Position.X, s.Position.Y) + emitterPos);
}
}
}
public void DrawSprites(SpriteBatch spriteBatch, Camera cam)
{
Rectangle indices = Rectangle.Empty;
indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize);
if (indices.X >= spriteGrid.GetLength(0)) return;
indices.Y = (int)Math.Floor((cam.WorldView.Y - cam.WorldView.Height - Level.Loaded.BottomPos) / (float)GridSize);
if (indices.Y >= spriteGrid.GetLength(1)) return;
indices.Width = (int)Math.Floor(cam.WorldView.Right / (float)GridSize)+1;
if (indices.Width < 0) return;
indices.Height = (int)Math.Floor((cam.WorldView.Y - Level.Loaded.BottomPos) / (float)GridSize)+1;
if (indices.Height < 0) return;
indices.X = Math.Max(indices.X, 0);
indices.Y = Math.Max(indices.Y, 0);
indices.Width = Math.Min(indices.Width, spriteGrid.GetLength(0)-1);
indices.Height = Math.Min(indices.Height, spriteGrid.GetLength(1)-1);
float z = 0.0f;
if (currentGridIndices != indices)
{
visibleSprites.Clear();
for (int x = indices.X; x <= indices.Width; x++)
{
for (int y = indices.Y; y <= indices.Height; y++)
{
if (spriteGrid[x, y] == null) continue;
foreach (BackgroundSprite sprite in spriteGrid[x, y])
{
int drawOrderIndex = 0;
for (int i = 0; i < visibleSprites.Count; i++)
{
if (visibleSprites[i] == sprite)
{
drawOrderIndex = -1;
break;
}
if (visibleSprites[i].Position.Z > sprite.Position.Z)
{
break;
}
else
{
drawOrderIndex = i + 1;
}
}
if (drawOrderIndex >= 0)
{
visibleSprites.Insert(drawOrderIndex, sprite);
}
}
}
}
currentGridIndices = indices;
}
foreach (BackgroundSprite sprite in visibleSprites)
{
Vector2 camDiff = new Vector2(sprite.Position.X, sprite.Position.Y) - cam.WorldViewCenter;
camDiff.Y = -camDiff.Y;
sprite.Prefab.Sprite.Draw(
spriteBatch,
new Vector2(sprite.Position.X, -sprite.Position.Y) - camDiff * sprite.Position.Z / 10000.0f,
Color.Lerp(Color.White, Level.Loaded.BackgroundColor, sprite.Position.Z / 5000.0f),
sprite.Rotation + swingState * sprite.Prefab.SwingAmount,
sprite.Scale,
SpriteEffects.None,
z);
if (GameMain.DebugDraw)
{
GUI.DrawRectangle(spriteBatch, new Vector2(sprite.Position.X, -sprite.Position.Y), new Vector2(10.0f, 10.0f), Color.Red, true);
if (sprite.Trigger != null && sprite.Trigger.PhysicsBody != null)
{
sprite.Trigger.PhysicsBody.UpdateDrawPosition();
sprite.Trigger.PhysicsBody.DebugDraw(spriteBatch, Color.Cyan);
}
}
z += 0.0001f;
}
}
}
}

View File

@@ -0,0 +1,10 @@
using Microsoft.Xna.Framework;
namespace Barotrauma
{
partial class BackgroundSpritePrefab
{
public readonly Particles.ParticleEmitterPrefab ParticleEmitterPrefab;
public readonly Vector2 EmitterPosition;
}
}

View File

@@ -7,6 +7,8 @@ namespace Barotrauma
{
private LevelRenderer renderer;
private BackgroundCreatureManager backgroundCreatureManager;
public void DrawFront(SpriteBatch spriteBatch)
{
if (renderer == null) return;
@@ -32,7 +34,7 @@ namespace Barotrauma
}
}
public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundCreatureManager = null)
{
float brightness = MathHelper.Clamp(50.0f + (cam.Position.Y - Size.Y) / 2000.0f, 10.0f, 40.0f);
@@ -42,7 +44,7 @@ namespace Barotrauma
graphics.Clear(backgroundColor);
if (renderer == null) return;
renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager);
renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager, backgroundCreatureManager);
}
}
}

View File

@@ -13,8 +13,6 @@ namespace Barotrauma
private static Sprite dustParticles;
private static Texture2D shaftTexture;
private static BackgroundSpriteManager backgroundSpriteManager;
Vector2 dustOffset;
private Level level;
@@ -57,31 +55,13 @@ namespace Barotrauma
};
wallCenterEffect.CurrentTechnique = wallCenterEffect.Techniques["BasicEffect_Texture"];
}
if (backgroundSpriteManager==null)
{
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundSpritePrefabs);
if (files.Count > 0)
backgroundSpriteManager = new BackgroundSpriteManager(files);
else
backgroundSpriteManager = new BackgroundSpriteManager("Content/BackgroundSprites/BackgroundSpritePrefabs.xml");
}
this.level = level;
}
public void PlaceSprites(int amount)
{
backgroundSpriteManager.PlaceSprites(level, amount);
}
public void Update(float deltaTime)
{
dustOffset -= Vector2.UnitY * 10.0f * deltaTime;
backgroundSpriteManager.Update(deltaTime);
}
public static VertexPositionColorTexture[] GetColoredVertices(VertexPositionTexture[] vertices, Color color)
@@ -118,7 +98,9 @@ namespace Barotrauma
bodyVertices.SetData(vertices);
}
public void DrawBackground(SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundCreatureManager = null)
public void DrawBackground(SpriteBatch spriteBatch, Camera cam,
BackgroundSpriteManager backgroundSpriteManager = null,
BackgroundCreatureManager backgroundCreatureManager = null)
{
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap);
@@ -152,11 +134,9 @@ namespace Barotrauma
SamplerState.LinearWrap, DepthStencilState.Default, null, null,
cam.Transform);
backgroundSpriteManager.DrawSprites(spriteBatch, cam);
if (backgroundCreatureManager!=null) backgroundCreatureManager.Draw(spriteBatch);
if (backgroundSpriteManager != null) backgroundSpriteManager.DrawSprites(spriteBatch, cam);
if (backgroundCreatureManager != null) backgroundCreatureManager.Draw(spriteBatch);
for (int i = 0; i < 4; i++)
{
float scale = 1.0f - i * 0.2f;

View File

@@ -7,6 +7,8 @@ namespace Barotrauma
{
partial class PhysicsBody
{
private float bodyShapeTextureScale;
private Texture2D bodyShapeTexture;
public Texture2D BodyShapeTexture
{
@@ -59,18 +61,45 @@ namespace Barotrauma
switch (BodyShape)
{
case PhysicsBody.Shape.Rectangle:
bodyShapeTexture = GUI.CreateRectangle(
(int)ConvertUnits.ToDisplayUnits(width),
(int)ConvertUnits.ToDisplayUnits(height));
break;
{
float maxSize = Math.Max(ConvertUnits.ToDisplayUnits(width), ConvertUnits.ToDisplayUnits(height));
if (maxSize > 128.0f)
{
bodyShapeTextureScale = 128.0f / maxSize;
}
else
{
bodyShapeTextureScale = 1.0f;
}
bodyShapeTexture = GUI.CreateRectangle(
(int)ConvertUnits.ToDisplayUnits(width * bodyShapeTextureScale),
(int)ConvertUnits.ToDisplayUnits(height * bodyShapeTextureScale));
break;
}
case PhysicsBody.Shape.Capsule:
bodyShapeTexture = GUI.CreateCapsule(
(int)ConvertUnits.ToDisplayUnits(radius),
(int)ConvertUnits.ToDisplayUnits(Math.Max(height, width)));
break;
{
float maxSize = Math.Max(ConvertUnits.ToDisplayUnits(radius), ConvertUnits.ToDisplayUnits(Math.Max(height, width)));
if (maxSize > 128.0f)
{
bodyShapeTextureScale = 128.0f / maxSize;
}
else
{
bodyShapeTextureScale = 1.0f;
}
bodyShapeTexture = GUI.CreateCapsule(
(int)ConvertUnits.ToDisplayUnits(radius * bodyShapeTextureScale),
(int)ConvertUnits.ToDisplayUnits(Math.Max(height, width) * bodyShapeTextureScale));
break;
}
case PhysicsBody.Shape.Circle:
bodyShapeTexture = GUI.CreateCircle((int)ConvertUnits.ToDisplayUnits(radius));
if (ConvertUnits.ToDisplayUnits(radius)> 128.0f)
{
bodyShapeTextureScale = 128.0f / ConvertUnits.ToDisplayUnits(radius);
}
bodyShapeTexture = GUI.CreateCircle((int)ConvertUnits.ToDisplayUnits(radius * bodyShapeTextureScale));
break;
}
}
@@ -80,7 +109,7 @@ namespace Barotrauma
{
rot -= MathHelper.PiOver2;
}
spriteBatch.Draw(
bodyShapeTexture,
new Vector2(DrawPosition.X, -DrawPosition.Y),
@@ -88,7 +117,7 @@ namespace Barotrauma
color,
rot,
new Vector2(bodyShapeTexture.Width / 2, bodyShapeTexture.Height / 2),
1.0f, SpriteEffects.None, 0.0f);
1.0f / bodyShapeTextureScale, SpriteEffects.None, 0.0f);
}
partial void DisposeProjSpecific()

View File

@@ -22,7 +22,6 @@ namespace Barotrauma
private Texture2D damageStencil;
public BackgroundCreatureManager BackgroundCreatureManager;
public GameScreen(GraphicsDevice graphics, ContentManager content)
{
@@ -34,11 +33,6 @@ namespace Barotrauma
renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundCreaturePrefabs);
if (files.Count > 0)
BackgroundCreatureManager = new BackgroundCreatureManager(files);
else
BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
#if LINUX
var blurEffect = content.Load<Effect>("blurshader_opengl");
@@ -145,7 +139,7 @@ namespace Barotrauma
}
else
{
Level.Loaded.DrawBack(graphics, spriteBatch, cam, BackgroundCreatureManager);
Level.Loaded.DrawBack(graphics, spriteBatch, cam);
}
spriteBatch.Begin(SpriteSortMode.BackToFront,

View File

@@ -1432,7 +1432,10 @@
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Gap.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Hull.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\IDamageable.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\BackgroundSpriteManager.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\BackgroundSpritePrefab.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\CaveGenerator.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\LevelTrigger.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\Level.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\LevelGenerationParams.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\Ruins\BTRoom.cs" />

View File

@@ -109,41 +109,51 @@
<blacksmoker spawnpos="SeaFloor" alignment="Top" minsize="1" maxsize="2" randomrotation="-5,5" commonness="0">
<overridecommonness commonness="1" leveltype="Wastes" />
<overridecommonness commonness="1" leveltype="Ridge" />
<overridecommonness commonness="3" leveltype="Ridge" />
<Sprite texture="Content/BackgroundSprites/seafloor.png" sourcerect="0,443,455,1605" origin="0.5,0.9"/>
<Trigger position="0,5500" radius="2000" height="10000">
<Attack damage="10.0" duration="1.0" targetforce="10.0" damagetype="Burn" onlyhumans="true"/>
</Trigger>
<ParticleEmitter
particle="hydrosmoke"
particlespersecond="2"
particlespersecond="4"
position="0,1400"
anglemin="80"
anglemax="100"
velocitymin="500"
velocitymax="6000"/>
velocitymax="2000"/>
</blacksmoker>
<blacksmoker spawnpos="SeaFloor" alignment="Top" minsize="1" maxsize="2" randomrotation="-5,5" commonness="0">
<blacksmoker spawnpos="SeaFloor" alignment="Top" minsize="1" maxsize="2" randomrotation="-90,90" commonness="0">
<overridecommonness commonness="1" leveltype="Wastes" />
<Sprite texture="Content/BackgroundSprites/seafloor.png" sourcerect="463,1329,525,719" origin="0.5,0.9"/>
<Trigger position="0,5500" radius="2000" height="10000">
<Attack damage="10.0" duration="1.0" targetforce="10.0" damagetype="Burn" onlyhumans="true"/>
</Trigger>
<ParticleEmitter
particle="hydrosmoke"
particlespersecond="2"
particlespersecond="4"
position="-20,570"
anglemin="80"
anglemax="100"
velocitymin="500"
velocitymax="6000"/>
velocitymax="2000"/>
</blacksmoker>
<blacksmoker spawnpos="SeaFloor" alignment="Top" minsize="1" maxsize="2" randomrotation="-5,5" commonness="0">
<blacksmoker spawnpos="SeaFloor" alignment="Top" minsize="1" maxsize="2" randomrotation="-90,90" commonness="0">
<overridecommonness commonness="1" leveltype="Wastes" />
<Sprite texture="Content/BackgroundSprites/seafloor.png" sourcerect="1030,1245,440,803" origin="0.5,0.9"/>
<Trigger position="0,5500" radius="2000" height="10000">
<Attack damage="10.0" duration="1.0" targetforce="10.0" damagetype="Burn" onlyhumans="true"/>
</Trigger>
<ParticleEmitter
particle="hydrosmoke"
particlespersecond="2"
particlespersecond="4"
position="-50,700"
anglemin="80"
anglemax="100"
velocitymin="500"
velocitymax="600"/>
velocitymax="2000"/>
</blacksmoker>
</backgroundsprites>

View File

@@ -169,9 +169,7 @@
growtime="10"
lifetime="25"
drawtarget="water"
collideswithwalls="true"
collisionradius="102.0"
velocitychange="0.0, 2.0">
velocitychange="0.0, 0.0">
<sprite texture="Content/Particles/SmokeParticleSheet.png" sourcerect="0,410,204,204"/>
<sprite texture="Content/Particles/SmokeParticleSheet.png" sourcerect="204,410,204,204"/>
<sprite texture="Content/Particles/SmokeParticleSheet.png" sourcerect="410,410,204,204"/>

View File

@@ -40,6 +40,8 @@ namespace Barotrauma
private readonly float damage;
private readonly float bleedingDamage;
private readonly bool onlyHumans;
private readonly List<StatusEffect> statusEffects;
public readonly float Force;
@@ -99,15 +101,17 @@ namespace Barotrauma
SeverLimbsProbability = ToolBox.GetAttributeFloat(element, "severlimbsprobability", 0.0f);
Force = ToolBox.GetAttributeFloat(element,"force", 0.0f);
Force = ToolBox.GetAttributeFloat(element, "force", 0.0f);
TargetForce = ToolBox.GetAttributeFloat(element, "targetforce", 0.0f);
Torque = ToolBox.GetAttributeFloat(element, "torque", 0.0f);
Range = ToolBox.GetAttributeFloat(element, "range", 0.0f);
Duration = ToolBox.GetAttributeFloat(element, "duration", 0.0f);
priority = ToolBox.GetAttributeFloat(element, "priority", 1.0f);
onlyHumans = ToolBox.GetAttributeBool(element, "onlyhumans", false);
InitProjSpecific(element);
string limbIndicesStr = ToolBox.GetAttributeString(element, "applyforceonlimbs", "");
@@ -143,6 +147,12 @@ namespace Barotrauma
public AttackResult DoDamage(IDamageable attacker, IDamageable target, Vector2 worldPosition, float deltaTime, bool playSound = true)
{
if (onlyHumans)
{
Character character = target as Character;
if (character != null && character.ConfigPath != Character.HumanConfigFile) return new AttackResult();
}
DamageParticles(deltaTime, worldPosition);
var attackResult = target.AddDamage(attacker, worldPosition, this, deltaTime, playSound);

View File

@@ -184,10 +184,6 @@ namespace Barotrauma
level.Generate();
submarine.SetPosition(submarine.FindSpawnPos(level.StartPosition - new Vector2(0.0f, 2000.0f)));
#if CLIENT
GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(80);
#endif
}
if (gameMode.Mission != null)

View File

@@ -1,4 +1,6 @@
using Barotrauma.Particles;
#if CLIENT
using Barotrauma.Particles;
#endif
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
@@ -9,7 +11,7 @@ using Voronoi2;
namespace Barotrauma
{
class BackgroundSprite
partial class BackgroundSprite
{
public readonly BackgroundSpritePrefab Prefab;
public Vector3 Position;
@@ -18,10 +20,8 @@ namespace Barotrauma
public float Rotation;
public Particles.ParticleEmitter ParticleEmitter;
public LevelTrigger Trigger;
//public Vector2[] spriteCorners;
public BackgroundSprite(BackgroundSpritePrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
{
this.Prefab = prefab;
@@ -31,25 +31,42 @@ namespace Barotrauma
this.Rotation = rotation;
if (prefab.LevelTriggerElement != null)
{
Vector2 triggerPosition = ToolBox.GetAttributeVector2(prefab.LevelTriggerElement, "position", Vector2.Zero) * scale;
if (rotation != 0.0f)
{
var ca = (float)Math.Cos(rotation);
var sa = (float)Math.Sin(rotation);
triggerPosition = new Vector2(
ca * triggerPosition.X + sa * triggerPosition.Y,
-sa * triggerPosition.X + ca * triggerPosition.Y);
}
this.Trigger = new LevelTrigger(prefab.LevelTriggerElement, new Vector2(position.X, position.Y) + triggerPosition, -rotation);
}
#if CLIENT
if (prefab.ParticleEmitterPrefab != null)
{
this.ParticleEmitter = new ParticleEmitter(prefab.ParticleEmitterPrefab);
}
#endif
}
}
class BackgroundSpriteManager
partial class BackgroundSpriteManager
{
const int GridSize = 2000;
private List<BackgroundSpritePrefab> prefabs = new List<BackgroundSpritePrefab>();
private List<BackgroundSprite> sprites;
private List<BackgroundSprite>[,] spriteGrid;
private List<BackgroundSprite>[,] sprites;
private List<BackgroundSprite> visibleSprites = new List<BackgroundSprite>();
private Rectangle currentGridIndices;
private float swingTimer, swingState;
public BackgroundSpriteManager(string configPath)
@@ -84,9 +101,11 @@ namespace Barotrauma
public void PlaceSprites(Level level, int amount)
{
sprites = new List<BackgroundSprite>[
spriteGrid = new List<BackgroundSprite>[
(int)Math.Ceiling(level.Size.X / GridSize),
(int)Math.Ceiling((level.Size.Y - level.BottomPos) / GridSize)];
sprites = new List<BackgroundSprite>();
for (int i = 0 ; i < amount; i++)
{
@@ -131,27 +150,37 @@ namespace Barotrauma
spriteCorners[j] += pos.Value + pivotOffset;
}
#if CLIENT
if (newSprite.ParticleEmitter != null)
{
Rectangle particleBounds = newSprite.ParticleEmitter.CalculateParticleBounds(pos.Value);
spriteCorners.Add(particleBounds.Location.ToVector2());
spriteCorners.Add(new Vector2(particleBounds.Right, particleBounds.Bottom));
}
#endif
sprites.Add(newSprite);
int minX = (int)Math.Floor((spriteCorners.Min(c => c.X) - newSprite.Position.Z) / GridSize);
int maxX = (int)Math.Floor((spriteCorners.Max(c => c.X) + newSprite.Position.Z) / GridSize);
if (minX < 0 || maxX >= sprites.GetLength(0)) continue;
if (maxX < 0 || minX >= spriteGrid.GetLength(0)) continue;
int minY = (int)Math.Floor((spriteCorners.Min(c => c.Y) - newSprite.Position.Z - level.BottomPos) / GridSize);
int maxY = (int)Math.Floor((spriteCorners.Max(c => c.Y) + newSprite.Position.Z - level.BottomPos) / GridSize);
if (minY < 0 || maxY >= sprites.GetLength(1)) continue;
if (maxY < 0 || minY >= spriteGrid.GetLength(1)) continue;
minX = Math.Max(minX, 0);
maxX = Math.Min(maxX, spriteGrid.GetLength(0) - 1);
minY = Math.Max(minY, 0);
maxY = Math.Min(maxY, spriteGrid.GetLength(1) - 1);
for (int x = minX; x <= maxX; x++)
{
for (int y = minY; y <= maxY; y++)
{
if (sprites[x, y] == null) sprites[x, y] = new List<BackgroundSprite>();
sprites[x, y].Add(newSprite);
if (spriteGrid[x, y] == null) spriteGrid[x, y] = new List<BackgroundSprite>();
spriteGrid[x, y].Add(newSprite);
}
}
}
@@ -251,118 +280,15 @@ namespace Barotrauma
swingTimer += deltaTime;
swingState = (float)Math.Sin(swingTimer * 0.1f);
foreach (BackgroundSprite s in visibleSprites)
foreach (BackgroundSprite sprite in sprites)
{
if (s.Prefab.ParticleEmitterPrefab != null)
{
Vector2 emitterPos = new Vector2(s.Prefab.EmitterPosition.X, s.Prefab.EmitterPosition.Y) * s.Scale;
if (s.Rotation != 0.0f || s.Prefab.SwingAmount != 0.0f)
{
var ca = (float)Math.Cos(s.Rotation + swingState * s.Prefab.SwingAmount);
var sa = (float)Math.Sin(s.Rotation + swingState * s.Prefab.SwingAmount);
emitterPos = new Vector2(
ca * emitterPos.X + sa * emitterPos.Y,
-sa * emitterPos.X + ca * emitterPos.Y);
}
s.ParticleEmitter.Emit(deltaTime, new Vector2(s.Position.X, s.Position.Y) + emitterPos);
}
sprite.Trigger?.Update(deltaTime);
}
UpdateProjSpecific(deltaTime);
}
public void DrawSprites(SpriteBatch spriteBatch, Camera cam)
{
Rectangle indices = Rectangle.Empty;
indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize);
if (indices.X >= sprites.GetLength(0)) return;
indices.Y = (int)Math.Floor((cam.WorldView.Y - cam.WorldView.Height - Level.Loaded.BottomPos) / (float)GridSize);
if (indices.Y >= sprites.GetLength(1)) return;
indices.Width = (int)Math.Floor(cam.WorldView.Right / (float)GridSize)+1;
if (indices.Width < 0) return;
indices.Height = (int)Math.Floor((cam.WorldView.Y - Level.Loaded.BottomPos) / (float)GridSize)+1;
if (indices.Height < 0) return;
indices.X = Math.Max(indices.X, 0);
indices.Y = Math.Max(indices.Y, 0);
indices.Width = Math.Min(indices.Width, sprites.GetLength(0)-1);
indices.Height = Math.Min(indices.Height, sprites.GetLength(1)-1);
float z = 0.0f;
if (currentGridIndices != indices)
{
visibleSprites.Clear();
for (int x = indices.X; x <= indices.Width; x++)
{
for (int y = indices.Y; y <= indices.Height; y++)
{
if (sprites[x, y] == null) continue;
foreach (BackgroundSprite sprite in sprites[x, y])
{
int drawOrderIndex = 0;
for (int i = 0; i < visibleSprites.Count; i++)
{
if (visibleSprites[i] == sprite)
{
drawOrderIndex = -1;
break;
}
if (visibleSprites[i].Position.Z > sprite.Position.Z)
{
break;
}
else
{
drawOrderIndex = i + 1;
}
}
if (drawOrderIndex >= 0)
{
visibleSprites.Insert(drawOrderIndex, sprite);
}
}
}
}
currentGridIndices = indices;
}
foreach (BackgroundSprite sprite in visibleSprites)
{
Vector2 camDiff = new Vector2(sprite.Position.X, sprite.Position.Y) - cam.WorldViewCenter;
camDiff.Y = -camDiff.Y;
sprite.Prefab.Sprite.Draw(
spriteBatch,
new Vector2(sprite.Position.X, -sprite.Position.Y) - camDiff * sprite.Position.Z / 10000.0f,
Color.Lerp(Color.White, Level.Loaded.BackgroundColor, sprite.Position.Z / 5000.0f),
sprite.Rotation + swingState * sprite.Prefab.SwingAmount,
sprite.Scale,
SpriteEffects.None,
z);
/*for (int i = 0; i < 4; i++)
{
GUI.DrawLine(spriteBatch,
new Vector2(sprite.spriteCorners[i].X, -sprite.spriteCorners[i].Y),
new Vector2(sprite.spriteCorners[(i + 1) % 4].X, -sprite.spriteCorners[(i + 1) % 4].Y),
Color.White, 0, 5);
}*/
if (GameMain.DebugDraw)
{
GUI.DrawRectangle(spriteBatch, new Vector2(sprite.Position.X, -sprite.Position.Y), new Vector2(10.0f, 10.0f), Color.Red, true);
}
z += 0.0001f;
}
}
partial void UpdateProjSpecific(float deltaTime);
private BackgroundSpritePrefab GetRandomPrefab(string levelType)
{

View File

@@ -5,7 +5,7 @@ using System.Xml.Linq;
namespace Barotrauma
{
class BackgroundSpritePrefab
partial class BackgroundSpritePrefab
{
[Flags]
public enum SpawnPosType
@@ -15,11 +15,13 @@ namespace Barotrauma
RuinWall = 2,
SeaFloor = 4
}
public readonly Alignment Alignment;
public readonly Vector2 DepthRange;
public readonly Sprite Sprite;
public readonly Alignment Alignment;
public readonly Vector2 Scale;
public SpawnPosType SpawnPos;
@@ -27,18 +29,15 @@ namespace Barotrauma
public readonly bool AlignWithSurface;
public readonly Vector2 RandomRotation;
public readonly Vector2 DepthRange;
public readonly Particles.ParticleEmitterPrefab ParticleEmitterPrefab;
public readonly Vector2 EmitterPosition;
public readonly float SwingAmount;
public readonly int Commonness;
public Dictionary<string, int> OverrideCommonness;
public readonly XElement LevelTriggerElement;
public BackgroundSpritePrefab(XElement element)
{
string alignmentStr = ToolBox.GetAttributeString(element, "alignment", "");
@@ -89,10 +88,16 @@ namespace Barotrauma
OverrideCommonness.Add(levelType, ToolBox.GetAttributeInt(subElement, "commonness", 1));
}
break;
case "leveltrigger":
case "trigger":
LevelTriggerElement = subElement;
break;
#if CLIENT
case "particleemitter":
ParticleEmitterPrefab = new Particles.ParticleEmitterPrefab(subElement);
EmitterPosition = ToolBox.GetAttributeVector2(subElement, "position", Vector2.Zero);
break;
#endif
}
}
}

View File

@@ -15,7 +15,6 @@ namespace Barotrauma
{
//all entities are disabled after they reach this depth
public const float MaxEntityDepth = -300000.0f;
public const float ShaftHeight = 1000.0f;
public static Level Loaded
@@ -75,6 +74,8 @@ namespace Barotrauma
private LevelGenerationParams generationParams;
private static BackgroundSpriteManager backgroundSpriteManager;
public Vector2 StartPosition
{
get { return startPosition; }
@@ -150,7 +151,7 @@ namespace Barotrauma
{
get { return wallColor; }
}
public Level(string seed, float difficulty, LevelGenerationParams generationParams)
{
this.seed = seed;
@@ -183,6 +184,25 @@ namespace Barotrauma
public void Generate(bool mirror = false)
{
if (backgroundSpriteManager == null)
{
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundSpritePrefabs);
if (files.Count > 0)
backgroundSpriteManager = new BackgroundSpriteManager(files);
else
backgroundSpriteManager = new BackgroundSpriteManager("Content/BackgroundSprites/BackgroundSpritePrefabs.xml");
}
#if CLIENT
if (backgroundCreatureManager == null)
{
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundCreaturePrefabs);
if (files.Count > 0)
backgroundCreatureManager = new BackgroundCreatureManager(files);
else
backgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
}
#endif
Stopwatch sw = new Stopwatch();
sw.Start();
@@ -485,8 +505,9 @@ namespace Barotrauma
GenerateSeaFloor();
backgroundSpriteManager.PlaceSprites(this, generationParams.BackgroundSpriteAmount);
#if CLIENT
renderer.PlaceSprites(generationParams.BackgroundSpriteAmount);
backgroundCreatureManager.SpawnSprites(80);
#endif
foreach (VoronoiCell cell in cells)
@@ -872,15 +893,13 @@ namespace Barotrauma
return matchingPositions[Rand.Int(matchingPositions.Count, (useSyncedRand ? Rand.RandSync.Server : Rand.RandSync.Unsynced))].Position;
}
public void Update(float deltaTime)
public void Update(float deltaTime, Camera cam)
{
/*
if (Submarine.MainSub != null)
{
WrappingWall.UpdateWallShift(Submarine.MainSub.WorldPosition, wrappingWalls);
}*/
backgroundSpriteManager.Update(deltaTime);
#if CLIENT
backgroundCreatureManager.Update(deltaTime, cam);
if (Hull.renderer != null)
{
Hull.renderer.ScrollWater((float)deltaTime);

View File

@@ -0,0 +1,134 @@
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Barotrauma
{
partial class LevelTrigger
{
private PhysicsBody physicsBody;
/// <summary>
/// Effects applied to entities that are inside the trigger
/// </summary>
private List<StatusEffect> statusEffects = new List<StatusEffect>();
/// <summary>
/// Attacks applied to entities that are inside the trigger
/// </summary>
private List<Attack> attacks = new List<Attack>();
private List<Entity> triggerers = new List<Entity>();
public Vector2 WorldPosition
{
get { return ConvertUnits.ToDisplayUnits(physicsBody.Position); }
set { physicsBody.SetTransform(ConvertUnits.ToSimUnits(value), physicsBody.Rotation); }
}
public float Rotation
{
get { return physicsBody.Rotation; }
set { physicsBody.SetTransform(physicsBody.Position, value); }
}
public PhysicsBody PhysicsBody
{
get { return physicsBody; }
}
public LevelTrigger(XElement element, Vector2 position, float rotation, float scale = 1.0f)
{
physicsBody = new PhysicsBody(element, scale);
physicsBody.CollisionCategories = Physics.CollisionLevel;
physicsBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionProjectile | Physics.CollisionWall;
physicsBody.FarseerBody.OnCollision += PhysicsBody_OnCollision;
physicsBody.FarseerBody.OnSeparation += PhysicsBody_OnSeparation;
physicsBody.FarseerBody.IsSensor = true;
physicsBody.FarseerBody.IsStatic = true;
physicsBody.FarseerBody.IsKinematic = true;
physicsBody.SetTransform(ConvertUnits.ToSimUnits(position), rotation);
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "statuseffect":
statusEffects.Add(StatusEffect.Load(subElement));
break;
case "attack":
case "damage":
attacks.Add(new Attack(subElement));
break;
}
}
}
private bool PhysicsBody_OnCollision(Fixture fixtureA, Fixture fixtureB, FarseerPhysics.Dynamics.Contacts.Contact contact)
{
Entity entity = GetEntity(fixtureB);
if (entity == null) return false;
if (!triggerers.Contains(entity))
{
triggerers.Add(entity);
}
return true;
}
private void PhysicsBody_OnSeparation(Fixture fixtureA, Fixture fixtureB)
{
Entity entity = GetEntity(fixtureB);
if (entity == null) return;
if (triggerers.Contains(entity))
{
triggerers.Remove(entity);
}
}
private Entity GetEntity(Fixture fixture)
{
if (fixture.Body == null || fixture.Body.UserData == null) return null;
var entity = fixture.Body.UserData as Entity;
if (entity != null) return entity;
var limb = fixture.Body.UserData as Limb;
if (limb != null) return limb.character;
return null;
}
public void Update(float deltaTime)
{
foreach (Entity triggerer in triggerers)
{
foreach (StatusEffect effect in statusEffects)
{
if (triggerer is Character)
{
effect.Apply(effect.type, deltaTime, triggerer, (Character)triggerer);
}
else if (triggerer is Item)
{
effect.Apply(effect.type, deltaTime, triggerer, ((Item)triggerer).AllPropertyObjects);
}
}
IDamageable damageable = triggerer as IDamageable;
if (damageable != null)
{
foreach (Attack attack in attacks)
{
attack.DoDamage(null, damageable, WorldPosition, deltaTime, false);
}
}
}
}
}
}

View File

@@ -80,15 +80,13 @@ namespace Barotrauma
#if CLIENT
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
BackgroundCreatureManager.Update((float)deltaTime, cam);
GameMain.ParticleManager.Update((float)deltaTime);
GameMain.LightManager.Update((float)deltaTime);
#endif
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam);
#if CLIENT
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null && Character.Controlled.CanInteractWith(Character.Controlled.SelectedConstruction))