Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels

This commit is contained in:
Regalis
2015-07-08 11:37:47 +03:00
parent 3af9b8183b
commit d56f7f3f77
155 changed files with 39772 additions and 261 deletions
+11 -8
View File
@@ -264,15 +264,18 @@ namespace Subsurface
public static void Draw(float deltaTime, SpriteBatch spriteBatch, Camera cam)
{
//spriteBatch.DrawString(font,
// "FPS: " + (int)Game1.frameCounter.AverageFramesPerSecond
// + " - render: " + Game1.renderTimeElapsed,
// new Vector2(10, 10), Color.White);
spriteBatch.DrawString(font,
"FPS: " + (int)Game1.frameCounter.AverageFramesPerSecond,
new Vector2(10, 10), Color.White);
//spriteBatch.DrawString(font,
// "Physics: " + Game1.world.UpdateTime
// + " - bodies: " + Game1.world.BodyList.Count,
// new Vector2(10, 30), Color.White);
spriteBatch.DrawString(font,
"Physics: " + Game1.World.UpdateTime
+ " - bodies: " + Game1.World.BodyList.Count,
new Vector2(10, 30), Color.White);
spriteBatch.DrawString(font,
"Camera pos: " + Game1.GameScreen.Cam.Position,
new Vector2(10, 50), Color.White);
if (Character.Controlled != null && cam!=null) Character.Controlled.DrawHud(spriteBatch, cam);