Narrow caves in levels, more background sprites
This commit is contained in:
@@ -320,9 +320,15 @@
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<Content Include="Content\BackgroundSprites\bgFish1.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\BackgroundSprites\ice.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\BackgroundSprites\vegetation.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\BackgroundSprites\vegetation2.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Characters\Coelanth\Coelanth.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@@ -1,20 +1,34 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<backgroundsprites>
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<hanging1 alignment="Top">
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<Sprite texture="Content/BackgroundSprites/vegetation.png" sourcerect="0,0,242,575" origin="0.5,0.0"/>
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<hanging1 alignment="Bottom" minsize="0.5" maxsize="1.5" commonness="5">
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<Sprite texture="Content/BackgroundSprites/vegetation.png" sourcerect="0,0,242,543" origin="0.5,0.0"/>
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</hanging1>
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<hanging2 alignment="Top">
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<hanging2 alignment="Bottom" minsize="0.5" maxsize="1.5" commonness="5">
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<Sprite texture="Content/BackgroundSprites/vegetation.png" sourcerect="241,0,322,720" origin="0.5,0.0"/>
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</hanging2>
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<kelp1 alignment="Bottom">
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<kelp1 alignment="Top" minsize="0.5" maxsize="1.5" commonness="10">
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<Sprite texture="Content/BackgroundSprites/vegetation.png" sourcerect="0,667,275,357" origin="0.5,1.0"/>
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</kelp1>
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<stalk alignment="Bottom">
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<Sprite texture="Content/BackgroundSprites/vegetation.png" sourcerect="775,0,249,849" origin="0.5,1.0"/>
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<stalk alignment="Top" minsize="0.5" maxsize="1.5" commonness="1" randomrotation="-10,10">
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<Sprite texture="Content/BackgroundSprites/vegetation.png" sourcerect="775,0,249,849" origin="0.5,0.95"/>
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</stalk>
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<spike alignment="Top" minsize="0.5" maxsize="1.5" alignwithsurface="true" randomrotation="-20,20" commonness="2">
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<Sprite texture="Content/BackgroundSprites/vegetation.png" sourcerect="544,0,228,561" origin="0.5,0.95"/>
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</spike>
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<branches1 minsize="0.5" maxsize="2.0" alignwithsurface="true" randomrotation="-20,20" commonness="4">
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<Sprite texture="Content/BackgroundSprites/vegetation2.png" sourcerect="0,0,525,484" origin="0.5,0.9"/>
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</branches1>
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<branches2 minsize="0.5" maxsize="2.0" alignwithsurface="true" randomrotation="-20,20" commonness="4">
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<Sprite texture="Content/BackgroundSprites/vegetation2.png" sourcerect="255,0,246,479" origin="0.5,0.9"/>
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</branches2>
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<fungus minsize="0.5" maxsize="1.5" alignwithsurface="true" commonness="3">
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<Sprite texture="Content/BackgroundSprites/vegetation2.png" sourcerect="0,681,442,343" origin="0.5,0.9"/>
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</fungus>
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</backgroundsprites>
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BIN
Subsurface/Content/BackgroundSprites/ice.png
Normal file
BIN
Subsurface/Content/BackgroundSprites/ice.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 435 KiB |
Binary file not shown.
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Before Width: | Height: | Size: 702 KiB After Width: | Height: | Size: 984 KiB |
BIN
Subsurface/Content/BackgroundSprites/vegetation2.png
Normal file
BIN
Subsurface/Content/BackgroundSprites/vegetation2.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 832 KiB |
@@ -2,6 +2,7 @@
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using System.Xml.Linq;
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@@ -14,21 +15,33 @@ namespace Barotrauma
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public readonly BackgroundSpritePrefab Prefab;
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public Vector2 Position;
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public BackgroundSprite(BackgroundSpritePrefab prefab, Vector2 position)
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public float Scale;
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public float Rotation;
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public BackgroundSprite(BackgroundSpritePrefab prefab, Vector2 position, float scale, float rotation = 0.0f)
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{
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this.Prefab = prefab;
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this.Position = position;
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this.Scale = scale;
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this.Rotation = rotation;
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}
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}
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class BackgroundSpriteManager
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{
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const int GridSize = 1000;
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private List<BackgroundSpritePrefab> prefabs;
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private List<BackgroundSprite> sprites;
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//private List<BackgroundSprite> sprites;
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private List<BackgroundSprite>[,] sprites;
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public BackgroundSpriteManager(string configPath)
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{
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sprites = new List<BackgroundSprite>();
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//sprites = new List<BackgroundSprite>[2,2]();
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prefabs = new List<BackgroundSpritePrefab>();
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XDocument doc = ToolBox.TryLoadXml(configPath);
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@@ -42,82 +55,166 @@ namespace Barotrauma
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public void PlaceSprites(Level level, int amount)
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{
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sprites.Clear();
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sprites = new List<BackgroundSprite>[
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(int)Math.Ceiling(level.Size.X / GridSize),
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(int)Math.Ceiling(level.Size.Y / GridSize)];
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for (int i = 0 ; i <amount; i++)
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for (int x = 0; x < sprites.GetLength(0); x++)
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{
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for (int y = 0; y < sprites.GetLength(1); y++)
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{
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sprites[x, y] = new List<BackgroundSprite>();
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}
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}
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for (int i = 0 ; i < amount; i++)
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{
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BackgroundSpritePrefab prefab = GetRandomPrefab();
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Vector2? pos = FindSpritePosition(level, prefab);
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GraphEdge selectedEdge = null;
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Vector2? pos = FindSpritePosition(level, prefab, out selectedEdge);
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if (pos == null) continue;
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var newSprite = new BackgroundSprite(prefab, (Vector2)pos);
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int n = 0;
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while (n < sprites.Count)
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float rotation = 0.0f;
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if (prefab.AlignWithSurface)
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{
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n++;
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Vector2 leftPoint = selectedEdge.point2;
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Vector2 rightPoint = selectedEdge.point1;
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Sprite existingSprite = sprites[n - 1].Prefab.Sprite;
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if (existingSprite == null) continue;
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if (existingSprite.Texture == newSprite.Prefab.Sprite.Texture) break;
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//if (leftPoint.X > rightPoint.X)
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//{
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// leftPoint = selectedEdge.point2;
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// rightPoint = selectedEdge.point1;
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//}
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rotation = -MathUtils.VectorToAngle(rightPoint - leftPoint);
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}
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sprites.Insert(n, newSprite);
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rotation += Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, false);
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var newSprite = new BackgroundSprite(prefab, (Vector2)pos, Rand.Range(prefab.Scale.X, prefab.Scale.Y), rotation);
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int n = 0;
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int x = (int)Math.Floor(((Vector2)pos).X / GridSize);
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if (x<0 || x >= sprites.GetLength(0)) continue;
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int y = (int)Math.Floor(((Vector2)pos).Y / GridSize);
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if (y<0 || 1 >= sprites.GetLength(1)) continue;
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sprites[x,y].Add(newSprite);
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//while (n < sprites.Count)
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//{
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// n++;
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// Sprite existingSprite = sprites[n - 1].Prefab.Sprite;
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// if (existingSprite == null) continue;
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// if (existingSprite.Texture == newSprite.Prefab.Sprite.Texture) break;
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//}
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//sprites.Insert(n, newSprite);
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}
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}
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private Vector2? FindSpritePosition(Level level, BackgroundSpritePrefab prefab)
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private Vector2? FindSpritePosition(Level level, BackgroundSpritePrefab prefab, out GraphEdge closestEdge)
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{
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closestEdge = null;
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Vector2 randomPos = new Vector2(Rand.Range(0.0f, level.Size.X, false), Rand.Range(0.0f, level.Size.Y, false));
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var cells = level.GetCells(randomPos);
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if (!cells.Any()) return null;
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VoronoiCell cell = cells[Rand.Int(cells.Count, false)];
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GraphEdge bestEdge = null;
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List<GraphEdge> edges = new List<GraphEdge>();
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foreach (GraphEdge edge in cell.edges)
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{
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if (!edge.isSolid) continue;
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if (prefab.Alignment.HasFlag(Alignment.Bottom))
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{
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if (bestEdge == null || edge.Center.Y > bestEdge.Center.Y) bestEdge = edge;
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if (Math.Abs(edge.point1.X - edge.point2.X) < Math.Abs(edge.point1.Y - edge.point2.Y)) continue;
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if (edge.Center.Y < cell.Center.Y) edges.Add(edge);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Top))
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{
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if (bestEdge == null || edge.Center.Y < bestEdge.Center.Y) bestEdge = edge;
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if (Math.Abs(edge.point1.X - edge.point2.X) < Math.Abs(edge.point1.Y - edge.point2.Y)) continue;
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if (edge.Center.Y > cell.Center.Y) edges.Add(edge);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Left))
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{
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if (bestEdge == null || edge.Center.X > bestEdge.Center.X) bestEdge = edge;
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if (edge.Center.X < cell.Center.X) edges.Add(edge);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Right))
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{
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if (bestEdge == null || edge.Center.X < bestEdge.Center.X) bestEdge = edge;
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if (edge.Center.X > cell.Center.X) edges.Add(edge);
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}
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else
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{
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edges.Add(edge);
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}
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}
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Vector2 dir = Vector2.Normalize(bestEdge.point1 - bestEdge.point2);
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Vector2 pos = bestEdge.Center;
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if (!edges.Any()) return null;
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if (prefab.Alignment.HasFlag(Alignment.Bottom))
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closestEdge = edges[Rand.Int(edges.Count,false)];
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float length = Vector2.Distance(closestEdge.point1, closestEdge.point2);
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Vector2 dir = (closestEdge.point1 - closestEdge.point2) / length;
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Vector2 pos = closestEdge.Center;
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pos = closestEdge.point2 + dir * Rand.Range(prefab.Sprite.size.X / 2.0f, length - prefab.Sprite.size.X / 2.0f);
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if (prefab.Alignment.HasFlag(Alignment.Top))
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{
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pos.Y -= Math.Abs(dir.Y) * prefab.Sprite.size.X/Math.Abs(dir.X);
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pos.Y -= Math.Abs(dir.Y) * prefab.Sprite.size.X / Math.Abs(dir.X);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Top))
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else if (prefab.Alignment.HasFlag(Alignment.Bottom))
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{
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pos.Y += Math.Abs(dir.Y) * prefab.Sprite.size.X/Math.Abs(dir.X);
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pos.Y += Math.Abs(dir.Y) * prefab.Sprite.size.X / Math.Abs(dir.X);
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}
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return pos;
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}
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public void DrawSprites(SpriteBatch spriteBatch)
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public void DrawSprites(SpriteBatch spriteBatch, Camera cam)
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{
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foreach (BackgroundSprite sprite in sprites)
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Stopwatch sw = new Stopwatch();
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sw.Start();
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Rectangle indices = Rectangle.Empty;
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indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize) - 1;
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if (indices.X >= sprites.GetLength(0)) return;
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indices.Y = (int)Math.Floor((cam.WorldView.Y - cam.WorldView.Height) / (float)GridSize) - 1;
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if (indices.Y >= sprites.GetLength(1)) return;
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indices.Width = (int)Math.Ceiling(cam.WorldView.Right / (float)GridSize) + 1;
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if (indices.Width < 0) return;
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indices.Height = (int)Math.Ceiling(cam.WorldView.Y / (float)GridSize) + 1;
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if (indices.Height < 0) return;
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indices.X = Math.Max(indices.X, 0);
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indices.Y = Math.Max(indices.Y, 0);
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indices.Width = Math.Min(indices.Width, sprites.GetLength(0));
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indices.Height = Math.Min(indices.Height, sprites.GetLength(1));
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float z = 0.0f;
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for (int x = indices.X; x < indices.Width; x++)
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{
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sprite.Prefab.Sprite.Draw(spriteBatch, new Vector2(sprite.Position.X, -sprite.Position.Y));
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for (int y = indices.Y; y < indices.Height; y++)
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{
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foreach (BackgroundSprite sprite in sprites[x, y])
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{
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sprite.Prefab.Sprite.Draw(spriteBatch, new Vector2(sprite.Position.X, -sprite.Position.Y), Color.White, sprite.Rotation, sprite.Scale, SpriteEffects.None, z);
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z += 0.0001f;
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}
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}
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}
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sw.Stop();
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Debug.WriteLine(sw.ElapsedMilliseconds + " - "+sw.ElapsedTicks);
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}
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private BackgroundSpritePrefab GetRandomPrefab()
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@@ -1,4 +1,5 @@
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using System;
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using Microsoft.Xna.Framework;
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using System;
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using System.Xml.Linq;
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namespace Barotrauma
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@@ -9,6 +10,12 @@ namespace Barotrauma
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public readonly Alignment Alignment;
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public readonly Vector2 Scale;
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public readonly bool AlignWithSurface;
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public readonly Vector2 RandomRotation;
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public readonly int Commonness;
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public BackgroundSpritePrefab(XElement element)
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@@ -19,6 +26,15 @@ namespace Barotrauma
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Commonness = ToolBox.GetAttributeInt(element, "commonness", 1);
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Scale.X = ToolBox.GetAttributeFloat(element, "minsize", 1.0f);
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Scale.Y = ToolBox.GetAttributeFloat(element, "maxsize", 1.0f);
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AlignWithSurface = ToolBox.GetAttributeBool(element, "alignwithsurface", false);
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RandomRotation = ToolBox.GetAttributeVector2(element, "randomrotation", Vector2.Zero);
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RandomRotation.X = MathHelper.ToRadians(RandomRotation.X);
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RandomRotation.Y = MathHelper.ToRadians(RandomRotation.Y);
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLower() != "sprite") continue;
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@@ -40,7 +40,9 @@ namespace Barotrauma
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{
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for (float y = edges.Y + sideInterval; y < edges.W - sideInterval; y += sideInterval)
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{
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sites.Add(new Vector2(x, y) + Rand.Vector(sideInterval*0.45f, false));
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if (Rand.Int(10, false) == 0) continue;
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sites.Add(new Vector2(x, y) + Rand.Vector(sideInterval*0.4f, false));
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}
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}
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@@ -76,6 +78,8 @@ namespace Barotrauma
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float closestDist = 0.0f;
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foreach (VoronoiCell cell in newCells)
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{
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if (cell.CellType != CellType.Edge) continue;
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float dist = Vector2.Distance(startPoint, cell.Center);
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if (dist < closestDist || startCell == null)
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{
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@@ -87,27 +91,62 @@ namespace Barotrauma
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startCell.CellType = CellType.Path;
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List<VoronoiCell> path = new List<VoronoiCell>() {startCell};
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//VoronoiCell pathCell = startCell;
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//for (int i = 0; i < newCells.Count / 2; i++)
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//{
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VoronoiCell pathCell = startCell;
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for (int i = 0; i < newCells.Count / 2; i++)
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{
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// var allowdNextCells = new List<VoronoiCell>();
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// foreach (GraphEdge edge in pathCell.edges)
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// {
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// var adjacent = edge.AdjacentCell(pathCell);
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// if (adjacent == null ||
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// adjacent.CellType == CellType.Path ||
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// adjacent.CellType == CellType.Removed ||
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// adjacent.CellType == CellType.Edge) continue;
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var allowedNextCells = new List<VoronoiCell>();
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foreach (GraphEdge edge in pathCell.edges)
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{
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var adjacent = edge.AdjacentCell(pathCell);
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if (adjacent == null ||
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//adjacent.CellType == CellType.Path ||
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adjacent.CellType == CellType.Removed ||
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adjacent.CellType == CellType.Edge) continue;
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// allowdNextCells.Add(adjacent);
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// }
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allowedNextCells.Add(adjacent);
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}
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if (allowedNextCells.Count == 0) break;
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// if (allowdNextCells.Count == 0) break;
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pathCell = allowedNextCells[Rand.Int(allowedNextCells.Count, false)];
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if (Rand.Int(4,false)==0)
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{
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float furthestDist = 0.0f;
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foreach (VoronoiCell nextCell in allowedNextCells)
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{
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float dist = Vector2.Distance(startCell.Center, nextCell.Center);
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if (dist > furthestDist || furthestDist == 0.0f)
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{
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furthestDist = dist;
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pathCell = nextCell;
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}
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}
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}
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// pathCell = allowdNextCells[Rand.Int(allowdNextCells.Count, false)];
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// path.Add(pathCell);
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//}
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pathCell.CellType = CellType.Path;
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path.Add(pathCell);
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}
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float minPathWidth = 100.0f;
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for (int i = 0; i < path.Count; i++)
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{
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var cell = path[i];
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foreach (GraphEdge edge in cell.edges)
|
||||
{
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if (edge.point1 == edge.point2) continue;
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if (Vector2.Distance(edge.point1, edge.point2) > minPathWidth) continue;
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||||
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||||
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GraphEdge adjacentEdge = cell.edges.Find(e => e != edge && (e.point1 == edge.point1 || e.point2 == edge.point1));
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||||
var adjacentCell = adjacentEdge.AdjacentCell(cell);
|
||||
if (i>0 && (adjacentCell.CellType == CellType.Path || adjacentCell.CellType == CellType.Edge)) continue;
|
||||
|
||||
adjacentCell.CellType = CellType.Path;
|
||||
path.Add(adjacentCell);
|
||||
}
|
||||
}
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
@@ -310,47 +310,58 @@ namespace Barotrauma
|
||||
|
||||
foreach (VoronoiCell cell in pathCells)
|
||||
{
|
||||
cell.CellType = CellType.Path;
|
||||
cells.Remove(cell);
|
||||
}
|
||||
|
||||
//for (int i = 0; i < 3; i++)
|
||||
//{
|
||||
// Vector2 startPoint = Vector2.Zero;
|
||||
// VoronoiCell startCell = null;
|
||||
|
||||
// while (true)
|
||||
// {
|
||||
// startCell = cells[Rand.Int(cells.Count, false)];
|
||||
List<VoronoiCell> usedCaveCells = new List<VoronoiCell>();
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
Vector2 startPoint = Vector2.Zero;
|
||||
VoronoiCell startCell = null;
|
||||
|
||||
// GraphEdge startEdge =
|
||||
// startCell.edges.Find(e => pathCells.Contains(e.AdjacentCell(startCell)));
|
||||
var caveCells = new List<VoronoiCell>();
|
||||
|
||||
// if (startEdge != null)
|
||||
// {
|
||||
// startPoint = (startEdge.point1 + startEdge.point2) / 2.0f;
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
|
||||
// var caveCells = GetCells(startCell.Center, 1);
|
||||
while (true)
|
||||
{
|
||||
startCell = cells[Rand.Int(cells.Count, false)];
|
||||
|
||||
// List<VoronoiCell> caveSolidCells;
|
||||
GraphEdge startEdge =
|
||||
startCell.edges.Find(e => pathCells.Contains(e.AdjacentCell(startCell)));
|
||||
|
||||
// var cavePathCells = CaveGenerator.CarveCave(caveCells, startPoint, out caveSolidCells);
|
||||
if (startEdge != null)
|
||||
{
|
||||
startPoint = (startEdge.point1 + startEdge.point2) / 2.0f;
|
||||
startPoint += startPoint - startCell.Center;
|
||||
|
||||
// caveCells.ForEach(c => cells.Remove(c));
|
||||
caveCells = GetCells(startCell.Center, 2);
|
||||
caveCells.RemoveAll(c => c.CellType == CellType.Path);
|
||||
|
||||
// //caveSolidCells = CleanCells(cavePathCells);
|
||||
if (usedCaveCells.Any(c => caveCells.Contains(c))) continue;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// cells.AddRange(caveSolidCells);
|
||||
usedCaveCells.AddRange(caveCells);
|
||||
|
||||
// foreach (VoronoiCell cell in cavePathCells)
|
||||
// {
|
||||
// cells.Remove(cell);
|
||||
// }
|
||||
List<VoronoiCell> caveSolidCells;
|
||||
|
||||
// pathCells.AddRange(cavePathCells);
|
||||
//}
|
||||
var cavePathCells = CaveGenerator.CarveCave(caveCells, startPoint, out caveSolidCells);
|
||||
|
||||
caveCells.ForEach(c => cells.Remove(c));
|
||||
|
||||
//caveSolidCells = CleanCells(cavePathCells);
|
||||
|
||||
cells.AddRange(caveSolidCells);
|
||||
|
||||
foreach (VoronoiCell cell in cavePathCells)
|
||||
{
|
||||
cells.Remove(cell);
|
||||
}
|
||||
|
||||
pathCells.AddRange(cavePathCells);
|
||||
}
|
||||
|
||||
for (int x = 0; x < cellGrid.GetLength(0); x++)
|
||||
{
|
||||
@@ -376,6 +387,7 @@ namespace Barotrauma
|
||||
renderer.SetBodyVertices(bodyVertices.ToArray());
|
||||
renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells));
|
||||
|
||||
renderer.PlaceSprites(1000);
|
||||
|
||||
wrappingWalls = new WrappingWall[2, 2];
|
||||
|
||||
@@ -442,7 +454,6 @@ namespace Barotrauma
|
||||
endPosition = temp;
|
||||
}
|
||||
|
||||
renderer.PlaceSprites(100);
|
||||
|
||||
Debug.WriteLine("**********************************************************************************");
|
||||
Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
|
||||
|
||||
@@ -120,7 +120,7 @@ namespace Barotrauma
|
||||
SamplerState.LinearWrap, DepthStencilState.Default, null, null,
|
||||
cam.Transform);
|
||||
|
||||
backgroundSpriteManager.DrawSprites(spriteBatch);
|
||||
backgroundSpriteManager.DrawSprites(spriteBatch, cam);
|
||||
|
||||
if (backgroundCreatureManager!=null) backgroundCreatureManager.Draw(spriteBatch);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user