v0.3.3.1: fixed the inventories of selected players going behind the chatbox, fixed clients sending deselect messages for characters other than their own, using keybinds when moving the camera

This commit is contained in:
Regalis
2016-02-21 00:29:53 +02:00
parent 308ae7a8b0
commit d6443ac6a4
6 changed files with 16 additions and 37 deletions

View File

@@ -166,10 +166,10 @@ namespace Barotrauma
if (PlayerInput.KeyDown(Keys.LeftShift)) moveSpeed *= 2.0f;
if (PlayerInput.KeyDown(Keys.LeftControl)) moveSpeed *= 0.5f;
if (PlayerInput.KeyDown(Keys.A)) moveCam.X -= moveSpeed;
if (PlayerInput.KeyDown(Keys.D)) moveCam.X += moveSpeed;
if (PlayerInput.KeyDown(Keys.S)) moveCam.Y -= moveSpeed;
if (PlayerInput.KeyDown(Keys.W)) moveCam.Y += moveSpeed;
if (GameMain.Config.KeyBind(InputType.Left).IsDown()) moveCam.X -= moveSpeed;
if (GameMain.Config.KeyBind(InputType.Right).IsDown()) moveCam.X += moveSpeed;
if (GameMain.Config.KeyBind(InputType.Down).IsDown()) moveCam.Y -= moveSpeed;
if (GameMain.Config.KeyBind(InputType.Up).IsDown()) moveCam.Y += moveSpeed;
}
if (Submarine.Loaded!=null && Screen.Selected == GameMain.GameScreen)

View File

@@ -671,9 +671,9 @@ namespace Barotrauma
if (selectedCharacter!=null)
{
if (Vector2.Distance(selectedCharacter.SimPosition, SimPosition) > 2.0f || !selectedCharacter.CanBeSelected)
if (Vector2.Distance(selectedCharacter.SimPosition, SimPosition) > 3.0f || !selectedCharacter.CanBeSelected)
{
DeselectCharacter();
DeselectCharacter(controlled == this);
}
}
@@ -905,7 +905,7 @@ namespace Barotrauma
{
if (selectedCharacter != null)
{
DeselectCharacter();
DeselectCharacter(controlled == this);
}
else if (closestCharacter != null && closestCharacter.IsHumanoid && closestCharacter.CanBeSelected)
{
@@ -915,7 +915,7 @@ namespace Barotrauma
}
else
{
if (selectedCharacter != null) DeselectCharacter();
if (selectedCharacter != null) DeselectCharacter(controlled==this);
selectedConstruction = null;
closestItem = null;
closestCharacter = null;

View File

@@ -60,9 +60,7 @@ namespace Barotrauma
if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory!=null)
{
character.SelectedCharacter.Inventory.DrawOwn(spriteBatch, new Vector2(GameMain.GraphicsWidth - 310, 0.0f));
//if (Vector2.Distance(selectedCharacter.SimPosition, SimPosition) > 2.0f) selectedCharacter = null;
character.SelectedCharacter.Inventory.DrawOwn(spriteBatch, new Vector2(320.0f, 0.0f));
}
if (character.ClosestCharacter != null && character.ClosestCharacter.CanBeSelected)
@@ -74,9 +72,6 @@ namespace Barotrauma
textPos -= new Vector2(GUI.Font.MeasureString(character.ClosestCharacter.Info.Name).X / 2, 20);
GUI.DrawString(spriteBatch, textPos, character.ClosestCharacter.Info.Name, Color.Orange, Color.Black, 2);
//spriteBatch.DrawString(GUI.Font, character.ClosestCharacter.Info.Name, textPos, Color.Black);
//spriteBatch.DrawString(GUI.Font, character.ClosestCharacter.Info.Name, textPos + new Vector2(1, -1), Color.Orange);
}
else if (character.SelectedCharacter == null && character.ClosestItem != null && character.SelectedConstruction == null)
{
@@ -86,9 +81,6 @@ namespace Barotrauma
Vector2 textPos = startPos;
textPos -= new Vector2(GUI.Font.MeasureString(character.ClosestItem.Name).X / 2, 20);
//spriteBatch.DrawString(GUI.Font, character.ClosestItem.Prefab.Name, textPos, Color.Black);
//GUI.DrawRectangle(spriteBatch, textPos-Vector2.One*2.0f, textSize+Vector2.One*4.0f, Color.Black * 0.7f, true);
//spriteBatch.DrawString(GUI.Font, character.ClosestItem.Prefab.Name, textPos, Color.Orange);
GUI.DrawString(spriteBatch, textPos, character.ClosestItem.Name, Color.Orange, Color.Black * 0.7f, 2);
@@ -99,21 +91,10 @@ namespace Barotrauma
textPos.X = startPos.X - GUI.Font.MeasureString(coloredText.Text).X / 2;
GUI.DrawString(spriteBatch, textPos, coloredText.Text, coloredText.Color, Color.Black*0.7f, 2);
//spriteBatch.DrawString(GUI.Font, coloredText.Text, textPos, Color.Black);
//GUI.DrawRectangle(spriteBatch, textPos - Vector2.One * 2.0f, textSize + Vector2.One * 4.0f, Color.Black * 0.7f, true);
//spriteBatch.DrawString(GUI.Font, coloredText.Text, textPos, coloredText.Color);
textPos.Y += 25;
}
}
//Vector2 offset = Rand.Vector(noise.size.X);
//offset.X = Math.Abs(offset.X);
//offset.Y = Math.Abs(offset.Y);
//noise.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset,
// Vector2.Zero,
// Color.White * 0.1f);
if (character.Oxygen < 50.0f && !character.IsDead)
{
@@ -124,11 +105,6 @@ namespace Barotrauma
noiseOverlay.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset,
Vector2.Zero,
Color.White * ((50.0f - character.Oxygen) / 50.0f));
//spriteBatch.Draw(noise.Texture,
// new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
// new Rectangle(Rand.Int(GameMain.GraphicsWidth), Rand.Int(GameMain.GraphicsHeight), (int)noise.size.X, (int)noise.size.Y),
// Color.White * ((100.0f - character.Oxygen) / 100.0f));
}
if (damageOverlayTimer>0.0f)

View File

@@ -120,9 +120,7 @@ namespace Barotrauma
{
level.Generate();
Vector2 subOffsetFromCenter = new Vector2(Submarine.Borders.Center.X, Submarine.Borders.Y - Submarine.Borders.Height / 2);
submarine.SetPosition(level.StartPosition - subOffsetFromCenter - new Vector2(0.0f, 2000.0f));
submarine.SetPosition(level.StartPosition - new Vector2(0.0f, 2000.0f));
GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(80);
}

View File

@@ -105,6 +105,11 @@ namespace Barotrauma.Networking
get { return inGameHUD; }
}
public GUIListBox ChatBox
{
get { return chatBox; }
}
public NetworkMember()
{
inGameHUD = new GUIFrame(new Rectangle(0,0,0,0), null, null);

Binary file not shown.