Some visual effects when drowning or being killed by pressure
This commit is contained in:
@@ -668,6 +668,9 @@
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<Content Include="Content\Particles\flames.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\UI\noise.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\UI\uiButton.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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BIN
Subsurface/Content/UI/noise.png
Normal file
BIN
Subsurface/Content/UI/noise.png
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Binary file not shown.
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After Width: | Height: | Size: 132 KiB |
@@ -809,7 +809,17 @@ namespace Barotrauma
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if (moveCam)
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{
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cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, Submarine == null ? 400.0f : 250.0f, 0.05f);
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float pressureEffect = 0.0f;
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if (pressureProtection < 80.0f && AnimController.CurrentHull != null && AnimController.CurrentHull.LethalPressure > 50.0f)
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{
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cam.Zoom = MathHelper.Lerp(cam.Zoom,
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(AnimController.CurrentHull.LethalPressure / 50.0f) * Rand.Range(1.0f, 1.05f),
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(AnimController.CurrentHull.LethalPressure - 50.0f) / 50.0f);
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}
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cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, (Submarine == null ? 400.0f : 250.0f)+pressureEffect, 0.05f);
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}
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cursorPosition = cam.ScreenToWorld(PlayerInput.MousePosition);
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@@ -939,13 +949,14 @@ namespace Barotrauma
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}
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if (!protectedFromPressure &&
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(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 100.0f))
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(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f))
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{
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PressureTimer += ((AnimController.CurrentHull == null) ?
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100.0f : AnimController.CurrentHull.LethalPressure) * deltaTime;
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if (PressureTimer >= 100.0f)
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{
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if (controlled == this) cam.Zoom = 5.0f;
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Implode();
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return;
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}
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@@ -1178,7 +1189,7 @@ namespace Barotrauma
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}
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SoundPlayer.PlayDamageSound(DamageSoundType.Implode, 50.0f, AnimController.RefLimb.body);
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for (int i = 0; i < 10; i++)
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{
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Particle p = GameMain.ParticleManager.CreateParticle("waterblood",
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@@ -12,6 +12,8 @@ namespace Barotrauma
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private static Sprite statusIcons;
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private static Sprite noise;
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private static GUIProgressBar drowningBar, healthBar;
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public static void TakeDamage()
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@@ -36,6 +38,11 @@ namespace Barotrauma
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statusIcons = new Sprite("Content/UI/statusIcons.png", Vector2.Zero);
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}
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if (noise==null)
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{
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noise = new Sprite("Content/UI/noise.png", Vector2.Zero);
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}
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DrawStatusIcons(spriteBatch, character);
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if (character.Inventory != null) character.Inventory.DrawOwn(spriteBatch);
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@@ -89,6 +96,29 @@ namespace Barotrauma
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textPos.Y += 25;
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}
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}
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//Vector2 offset = Rand.Vector(noise.size.X);
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//offset.X = Math.Abs(offset.X);
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//offset.Y = Math.Abs(offset.Y);
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//noise.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset,
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// Vector2.Zero,
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// Color.White * 0.1f);
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if (character.Oxygen < 50.0f)
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{
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Vector2 offset = Rand.Vector(noise.size.X);
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offset.X = Math.Abs(offset.X);
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offset.Y = Math.Abs(offset.Y);
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noise.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset,
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Vector2.Zero,
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Color.White * ((50.0f - character.Oxygen) / 50.0f));
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//spriteBatch.Draw(noise.Texture,
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// new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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// new Rectangle(Rand.Int(GameMain.GraphicsWidth), Rand.Int(GameMain.GraphicsHeight), (int)noise.size.X, (int)noise.size.Y),
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// Color.White * ((100.0f - character.Oxygen) / 100.0f));
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}
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}
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private static void DrawStatusIcons(SpriteBatch spriteBatch, Character character)
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@@ -358,6 +358,7 @@ namespace Barotrauma.Items.Components
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if (linkedGap!=null) linkedGap.Remove();
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doorSprite.Remove();
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weldedSprite.Remove();
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if (convexHull!=null) convexHull.Remove();
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if (convexHull2 != null) convexHull2.Remove();
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@@ -64,10 +64,8 @@ namespace Barotrauma.Items.Components
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{
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panelTexture = Sprite.LoadTexture("Content/Items/connectionpanel.png");
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connector = new Sprite(panelTexture, new Rectangle(448, 80, 64, 64), Vector2.Zero, 0.0f);
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connector.Origin = new Vector2(32.0f, 32.0f);
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wireCorner = new Sprite(panelTexture, new Rectangle(448, 0, 64, 64), Vector2.Zero, 0.0f);
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wireCorner.Origin = new Vector2(32.0f, 32.0f);
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connector = new Sprite(panelTexture, new Rectangle(448, 80, 64, 64), new Vector2(-32.0f, -32.0f), 0.0f);
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wireCorner = new Sprite(panelTexture, new Rectangle(448, 0, 64, 64), new Vector2(-32.0f, -32.0f), 0.0f);
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wireVertical = new Sprite(panelTexture, new Rectangle(480, 64, 16, 16), new Vector2(-8.0f, -8.0f), 0.0f);
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wireHorizontal = new Sprite(panelTexture, new Rectangle(496, 64, 16, 16), new Vector2(-8.0f, -8.0f), 0.0f);
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}
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@@ -270,7 +270,11 @@ namespace Barotrauma
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fireSource.Remove();
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}
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if (soundIndex > -1) Sounds.SoundManager.Stop(soundIndex);
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if (soundIndex > -1)
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{
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Sounds.SoundManager.Stop(soundIndex);
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soundIndex = -1;
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}
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//renderer.Dispose();
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@@ -344,7 +348,11 @@ namespace Barotrauma
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}
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else
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{
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if (soundIndex > -1) Sounds.SoundManager.Stop(soundIndex);
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if (soundIndex > -1)
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{
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Sounds.SoundManager.Stop(soundIndex);
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soundIndex = -1;
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}
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}
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//update client hulls if the amount of water has changed by >10%
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@@ -353,7 +361,12 @@ namespace Barotrauma
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new Networking.NetworkEvent(ID, false);
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lastSentVolume = volume;
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}
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if (!update) return;
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if (!update)
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{
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lethalPressure = 0.0f;
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return;
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}
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float surfaceY = rect.Y - rect.Height + Volume / rect.Width;
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for (int i = 0; i < waveY.Length; i++)
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@@ -303,7 +303,6 @@ namespace Barotrauma
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public static void PlayDamageSound(DamageSoundType damageType, float damage, PhysicsBody body)
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{
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Vector2 bodyPosition = body.DrawPosition;
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bodyPosition.Y = -bodyPosition.Y;
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PlayDamageSound(damageType, damage, bodyPosition);
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}
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