v5.1.3: the upper border of the level is one continuous body instead of two separate bodies at the entrance and exit

This commit is contained in:
Regalis
2016-09-07 15:18:01 +03:00
parent e61e40547b
commit d884f23a72
6 changed files with 34 additions and 34 deletions
+10 -14
View File
@@ -113,7 +113,7 @@ namespace Barotrauma
private set;
}
public Body[] ShaftBodies
public Body ShaftBody
{
get;
private set;
@@ -511,21 +511,17 @@ namespace Barotrauma
cells.AddRange(wrappingWalls[side, i].Cells);
}
}
ShaftBody = BodyFactory.CreateEdge(GameMain.World,
ConvertUnits.ToSimUnits(new Vector2(borders.X, 0)),
ConvertUnits.ToSimUnits(new Vector2(borders.Right, 0)));
ShaftBody.SetTransform(ConvertUnits.ToSimUnits(new Vector2(0.0f, borders.Height)), 0.0f);
ShaftBody.BodyType = BodyType.Static;
ShaftBody.CollisionCategories = Physics.CollisionLevel;
ShaftBodies = new Body[2];
for (int i = 0; i < 2; i++)
{
ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 200.0f, ConvertUnits.ToSimUnits(ShaftHeight), 5.0f);
ShaftBodies[i].BodyType = BodyType.Static;
ShaftBodies[i].CollisionCategories = Physics.CollisionLevel;
Vector2 shaftPos = (i == 0) ? startPosition : endPosition;
shaftPos.Y = borders.Height + 150.0f;
ShaftBodies[i].SetTransform(ConvertUnits.ToSimUnits(shaftPos), 0.0f);
bodies.Add(ShaftBodies[i]);
}
bodies.Add(ShaftBody);
foreach (VoronoiCell cell in cells)
{
+4 -11
View File
@@ -172,11 +172,10 @@ namespace Barotrauma
}
}
//RuinGeneration.RuinGenerator.Draw(spriteBatch);
}
Vector2 pos = new Vector2(0.0f, -level.Size.Y);// level.EndPosition;
Vector2 pos = new Vector2(0.0f, -level.Size.Y);
if (GameMain.GameScreen.Cam.WorldView.Y < -pos.Y - 1024) return;
@@ -184,20 +183,14 @@ namespace Barotrauma
int width = (int)(Math.Ceiling(GameMain.GameScreen.Cam.WorldView.Width / 1024 + 4.0f) * 1024);
GUI.DrawRectangle(spriteBatch,new Rectangle((int)(MathUtils.Round(pos.X, 1024)), (int)-GameMain.GameScreen.Cam.WorldView.Y, width, (int)(GameMain.GameScreen.Cam.WorldView.Y - level.Size.Y) + 30),Color.Black, true);
GUI.DrawRectangle(spriteBatch,new Rectangle((int)(MathUtils.Round(pos.X, 1024)), (int)-GameMain.GameScreen.Cam.WorldView.Y, width, (int)(GameMain.GameScreen.Cam.WorldView.Y + pos.Y) - 30),Color.Black, true);
spriteBatch.Draw(shaftTexture,
new Rectangle((int)(MathUtils.Round(pos.X, 1024)), (int)pos.Y, width, 1024),
new Rectangle(0, 0, width, 1024),
new Rectangle((int)(MathUtils.Round(pos.X, 1024)), (int)pos.Y-1000, width, 1024),
new Rectangle(0, 0, width, -1024),
level.BackgroundColor, 0.0f,
Vector2.Zero,
SpriteEffects.None, 0.0f);
//background.DrawTiled(spriteBatch,
// (backgroundPos.Y < 0) ? new Vector2(0.0f, -backgroundPos.Y) : Vector2.Zero,
// new Vector2(GameMain.GraphicsWidth, 1024 - backgroundPos.Y),
// Vector2.Zero, level.BackgroundColor);
}