- 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
@@ -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,