misc UI stuff, gamesession additions, limbs don't have individual health anymore, background music

This commit is contained in:
Regalis
2015-06-09 18:18:34 +03:00
parent d3896383fd
commit d7fde606e9
50 changed files with 595 additions and 282 deletions
+32 -32
View File
@@ -41,9 +41,9 @@ namespace Subsurface
public readonly bool ignoreCollisions;
private readonly float maxHealth;
private float damage;
private float bleeding;
//private readonly float maxHealth;
//private float damage;
//private float bleeding;
public readonly float impactTolerance;
@@ -122,26 +122,26 @@ namespace Subsurface
get { return refJointIndex; }
}
public float Damage
{
get { return damage; }
set
{
damage = Math.Max(value, 0.0f);
if (damage >=maxHealth) character.Kill();
}
}
//public float Damage
//{
// get { return damage; }
// set
// {
// damage = Math.Max(value, 0.0f);
// if (damage >=maxHealth) character.Kill();
// }
//}
public float MaxHealth
{
get { return maxHealth; }
}
//public float MaxHealth
//{
// get { return maxHealth; }
//}
public float Bleeding
{
get { return bleeding; }
set { bleeding = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
//public float Bleeding
//{
// get { return bleeding; }
// set { bleeding = MathHelper.Clamp(value, 0.0f, 100.0f); }
//}
public Item WearingItem
{
@@ -208,7 +208,7 @@ namespace Subsurface
steerForce = ToolBox.GetAttributeFloat(element, "steerforce", 0.0f);
maxHealth = Math.Max(ToolBox.GetAttributeFloat(element, "health", 100.0f),1.0f);
//maxHealth = Math.Max(ToolBox.GetAttributeFloat(element, "health", 100.0f),1.0f);
armorSector = ToolBox.GetAttributeVector2(element, "armorsector", Vector2.Zero);
armorSector.X = MathHelper.ToRadians(armorSector.X);
@@ -277,7 +277,7 @@ namespace Subsurface
{
hitArmor = true;
damageSoundType = DamageSoundType.LimbArmor;
damage /= armorValue;
amount /= armorValue;
bleedingAmount /= armorValue;
}
}
@@ -287,8 +287,8 @@ namespace Subsurface
AmbientSoundManager.PlayDamageSound(damageSoundType, amount, position);
}
Bleeding += bleedingAmount;
Damage += amount;
//Bleeding += bleedingAmount;
//Damage += amount;
float bloodAmount = hitArmor ? 0 : (int)Math.Min((int)(amount * 2.0f), 20);
//if (closestLimb.Damage>=100.0f)
@@ -366,18 +366,18 @@ namespace Subsurface
soundTimer -= deltaTime;
if (ToolBox.RandomFloat(0.0f, 1000.0f) < Bleeding)
{
Game1.particleManager.CreateParticle(
!inWater ? "blood" : "waterblood",
SimPosition, Vector2.Zero);
}
//if (ToolBox.RandomFloat(0.0f, 1000.0f) < Bleeding)
//{
// Game1.particleManager.CreateParticle(
// !inWater ? "blood" : "waterblood",
// SimPosition, Vector2.Zero);
//}
}
public void Draw(SpriteBatch spriteBatch, bool debugDraw)
{
Color color = new Color(1.0f, 1.0f - damage / maxHealth, 1.0f - damage / maxHealth);
Color color = Color.White;// new Color(1.0f, 1.0f - damage / maxHealth, 1.0f - damage / maxHealth);
body.Dir = Dir;
body.Draw(spriteBatch, sprite, color);