WIP CrashReporter, misc refactoring

This commit is contained in:
Regalis
2015-09-19 15:14:47 +03:00
parent 16bf562837
commit f6966f06c3
86 changed files with 1616 additions and 631 deletions
+23 -23
View File
@@ -28,9 +28,9 @@ namespace Subsurface
cam = new Camera();
cam.Translate(new Vector2(-10.0f, 50.0f));
renderTarget = new RenderTarget2D(graphics, Game1.GraphicsWidth, Game1.GraphicsHeight);
renderTargetWater = new RenderTarget2D(graphics, Game1.GraphicsWidth, Game1.GraphicsHeight);
renderTargetAir = new RenderTarget2D(graphics, Game1.GraphicsWidth, Game1.GraphicsHeight);
renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
background = new Sprite("Content/Map/background.png", Vector2.Zero);
backgroundTop = new Sprite("Content/Map/background2.png", Vector2.Zero);
@@ -70,14 +70,14 @@ namespace Subsurface
// Game1.GameSession.Submarine.ApplyForce(targetMovement * 100000.0f);
//}
if (Game1.GameSession!=null) Game1.GameSession.Update((float)deltaTime);
if (GameMain.GameSession!=null) GameMain.GameSession.Update((float)deltaTime);
//EventManager.Update(gameTime);
Character.UpdateAll(cam, (float)deltaTime);
BackgroundSpriteManager.Update((float)deltaTime);
Game1.ParticleManager.Update((float)deltaTime);
GameMain.ParticleManager.Update((float)deltaTime);
StatusEffect.UpdateAll((float)deltaTime);
@@ -98,9 +98,9 @@ namespace Subsurface
Ragdoll.UpdateAll((float)Physics.step);
if (Game1.GameSession != null && Game1.GameSession.Level != null) Game1.GameSession.Submarine.Update((float)Physics.step);
if (GameMain.GameSession != null && GameMain.GameSession.Level != null) GameMain.GameSession.Submarine.Update((float)Physics.step);
Game1.World.Step((float)Physics.step);
GameMain.World.Step((float)Physics.step);
Level.AfterWorldStep();
@@ -132,7 +132,7 @@ namespace Subsurface
}
}
if (Game1.GameSession != null) Game1.GameSession.Draw(spriteBatch);
if (GameMain.GameSession != null) GameMain.GameSession.Draw(spriteBatch);
GUI.Draw((float)deltaTime, spriteBatch, cam);
@@ -143,7 +143,7 @@ namespace Subsurface
public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
{
Game1.LightManager.DrawLightmap(graphics, spriteBatch, cam);
GameMain.LightManager.DrawLightmap(graphics, spriteBatch, cam);
//----------------------------------------------------------------------------------------
//1. draw the background, characters and the parts of the submarine that are behind them
@@ -167,14 +167,14 @@ namespace Subsurface
background.SourceRect = new Rectangle((int)backgroundPos.X, (int)Math.Max(backgroundPos.Y, 0), 1024, 1024);
background.DrawTiled(spriteBatch,
(backgroundPos.Y < 0) ? new Vector2(0.0f, -backgroundPos.Y) : Vector2.Zero,
new Vector2(Game1.GraphicsWidth, 1024 - backgroundPos.Y),
new Vector2(GameMain.GraphicsWidth, 1024 - backgroundPos.Y),
Vector2.Zero, Color.White);
}
if (backgroundPos.Y < 0)
{
backgroundTop.SourceRect = new Rectangle((int)backgroundPos.X, (int)backgroundPos.Y, 1024, (int)Math.Min(-backgroundPos.Y, 1024));
backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(Game1.GraphicsWidth, Math.Min(-backgroundPos.Y, Game1.GraphicsHeight)),
backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(GameMain.GraphicsWidth, Math.Min(-backgroundPos.Y, GameMain.GraphicsHeight)),
Vector2.Zero, Color.White);
}
}
@@ -208,7 +208,7 @@ namespace Subsurface
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.AlphaBlend);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, Game1.GraphicsWidth, Game1.GraphicsHeight), new Color(0.75f, 0.8f, 0.9f, 1.0f));
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), new Color(0.75f, 0.8f, 0.9f, 1.0f));
spriteBatch.End();
BlendState blend = new BlendState();
@@ -219,7 +219,7 @@ namespace Subsurface
BlendState.AlphaBlend,
null, DepthStencilState.DepthRead, null, null,
cam.Transform);
Game1.ParticleManager.Draw(spriteBatch, true);
GameMain.ParticleManager.Draw(spriteBatch, true);
spriteBatch.End();
@@ -229,7 +229,7 @@ namespace Subsurface
graphics.SetRenderTarget(renderTargetAir);
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.AlphaBlend);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, Game1.GraphicsWidth, Game1.GraphicsHeight), Color.White);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Immediate,
@@ -237,7 +237,7 @@ namespace Subsurface
null, DepthStencilState.DepthRead, null, null,
cam.Transform);
Game1.ParticleManager.Draw(spriteBatch, false);
GameMain.ParticleManager.Draw(spriteBatch, false);
spriteBatch.End();
graphics.SetRenderTarget(null);
@@ -257,17 +257,17 @@ namespace Subsurface
Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
if (Game1.GameSession != null && Game1.GameSession.Level != null)
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
{
Game1.GameSession.Level.Render(graphics, cam);
Game1.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
GameMain.GameSession.Level.Render(graphics, cam);
GameMain.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
}
if (Game1.LightManager.LightingEnabled)
if (GameMain.LightManager.LightingEnabled)
{
//multiply scene with lightmap
spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.Multiplicative);
spriteBatch.Draw(Game1.LightManager.LightMap, Vector2.Zero, Color.White);
spriteBatch.Draw(GameMain.LightManager.LightMap, Vector2.Zero, Color.White);
spriteBatch.End();
}
@@ -284,15 +284,15 @@ namespace Subsurface
foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
if (Game1.GameSession != null && Game1.GameSession.Level != null)
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
{
Game1.GameSession.Level.Draw(spriteBatch);
GameMain.GameSession.Level.Draw(spriteBatch);
//Game1.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
}
spriteBatch.End();
Game1.LightManager.DrawLOS(graphics, cam, LightManager.ViewPos);
GameMain.LightManager.DrawLOS(graphics, cam, LightManager.ViewPos);
}
}