Some progress on flipping subs

Press crouch to flip every sub in the map, texture alignment breaks and physics items vanish, but other than that it's working.
This commit is contained in:
juanjp600
2016-09-29 22:20:15 -03:00
parent e22d8adde5
commit f6b82eb095
12 changed files with 207 additions and 56 deletions
+2 -2
View File
@@ -1327,8 +1327,8 @@ namespace Barotrauma
{ {
nameColor = Color.Red; nameColor = Color.Red;
} }
spriteBatch.DrawString(GUI.Font, Info.Name, namePos - new Vector2(1.0f, 1.0f), Color.Black, 0.0f,Vector2.Zero,1.0f,SpriteEffects.None,-15); spriteBatch.DrawString(GUI.Font, Info.Name, namePos + new Vector2(1.0f, 1.0f), Color.Black, 0.0f,Vector2.Zero,Vector2.One,SpriteEffects.None,0.001f);
spriteBatch.DrawString(GUI.Font, Info.Name, namePos, nameColor, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, -20); spriteBatch.DrawString(GUI.Font, Info.Name, namePos, nameColor, 0.0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0.0f);
if (GameMain.DebugDraw) if (GameMain.DebugDraw)
{ {
@@ -67,6 +67,7 @@ namespace Barotrauma
TeamASub = Submarine.MainSubs[0]; TeamASub = Submarine.MainSubs[0];
TeamBSub = Submarine.MainSubs[1]; TeamBSub = Submarine.MainSubs[1];
TeamBSub.SetPosition(Level.Loaded.EndPosition - new Vector2(0.0f, 2000.0f)); TeamBSub.SetPosition(Level.Loaded.EndPosition - new Vector2(0.0f, 2000.0f));
//TeamASub.FlipX();
foreach (Submarine submarine in Submarine.Loaded) foreach (Submarine submarine in Submarine.Loaded)
{ {
@@ -128,6 +129,7 @@ namespace Barotrauma
if (ADead && !BDead) if (ADead && !BDead)
{ {
//team B wins! //team B wins!
GameMain.GameSession.CrewManager.WinningTeam = 2;
if (GameMain.Server!=null) GameMain.Server.EndGame(); if (GameMain.Server!=null) GameMain.Server.EndGame();
} }
} }
@@ -137,6 +139,7 @@ namespace Barotrauma
if (BDead && !ADead) if (BDead && !ADead)
{ {
//team A wins! //team A wins!
GameMain.GameSession.CrewManager.WinningTeam = 1;
if (GameMain.Server != null) GameMain.Server.EndGame(); if (GameMain.Server != null) GameMain.Server.EndGame();
} }
} }
+1 -1
View File
@@ -221,7 +221,7 @@ namespace Barotrauma
public virtual void Update(float deltaTime) { } public virtual void Update(float deltaTime) { }
public virtual bool AssignTeamIDs(List<Networking.Client> clients) { return false; } public virtual bool AssignTeamIDs(List<Networking.Client> clients) { clients.ForEach(client => { client.TeamID = 1; }); return false; }
public void ShowMessage(int index) public void ShowMessage(int index)
{ {
@@ -13,6 +13,8 @@ namespace Barotrauma
public List<Character> characters; public List<Character> characters;
public List<CharacterInfo> characterInfos; public List<CharacterInfo> characterInfos;
public int WinningTeam = 1;
private int money; private int money;
private GUIFrame guiFrame; private GUIFrame guiFrame;
+32 -29
View File
@@ -66,43 +66,46 @@ namespace Barotrauma
int x = 0; int x = 0;
foreach (Character character in gameSession.CrewManager.characters) foreach (Character character in gameSession.CrewManager.characters)
{ {
var characterFrame = new GUIFrame(new Rectangle(x, y, 170, 70), Color.Transparent, GUI.Style, listBox); if (singleplayer || character.TeamID == GameMain.GameSession.CrewManager.WinningTeam)
characterFrame.OutlineColor = Color.Transparent;
characterFrame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
characterFrame.CanBeFocused = false;
character.Info.CreateCharacterFrame(characterFrame,
character.Info.Job != null ? (character.Info.Name + '\n' + "(" + character.Info.Job.Name + ")") : character.Info.Name, null);
string statusText = "OK";
Color statusColor = Color.DarkGreen;
if (character.IsDead)
{
statusText = InfoTextManager.GetInfoText("CauseOfDeath." + character.CauseOfDeath.ToString());
statusColor = Color.DarkRed;
}
else
{ {
var characterFrame = new GUIFrame(new Rectangle(x, y, 170, 70), Color.Transparent, GUI.Style, listBox);
characterFrame.OutlineColor = Color.Transparent;
characterFrame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
characterFrame.CanBeFocused = false;
if (character.IsUnconscious) character.Info.CreateCharacterFrame(characterFrame,
character.Info.Job != null ? (character.Info.Name + '\n' + "(" + character.Info.Job.Name + ")") : character.Info.Name, null);
string statusText = "OK";
Color statusColor = Color.DarkGreen;
if (character.IsDead)
{ {
statusText = "Unconscious"; statusText = InfoTextManager.GetInfoText("CauseOfDeath." + character.CauseOfDeath.ToString());
statusColor = Color.DarkOrange; statusColor = Color.DarkRed;
} }
else if (character.Health / character.MaxHealth < 0.8f) else
{ {
statusText = "Injured";
statusColor = Color.DarkOrange; if (character.IsUnconscious)
{
statusText = "Unconscious";
statusColor = Color.DarkOrange;
}
else if (character.Health / character.MaxHealth < 0.8f)
{
statusText = "Injured";
statusColor = Color.DarkOrange;
}
} }
new GUITextBlock(new Rectangle(0, 0, 0, 20), statusText,
GUI.Style, Alignment.BottomLeft, Alignment.TopCenter, characterFrame, true, GUI.SmallFont).Color = statusColor * 0.7f;
x += characterFrame.Rect.Width + 10;
} }
new GUITextBlock(new Rectangle(0, 0, 0, 20), statusText,
GUI.Style, Alignment.BottomLeft, Alignment.TopCenter, characterFrame, true, GUI.SmallFont).Color = statusColor * 0.7f;
x += characterFrame.Rect.Width + 10;
} }
y += 120; y += 120;
@@ -16,7 +16,7 @@ namespace Barotrauma.Items.Components
private float lastUpdate; private float lastUpdate;
private Hull hull1; public Hull hull1;
private GUITickBox isActiveTickBox; private GUITickBox isActiveTickBox;
+9 -1
View File
@@ -16,6 +16,13 @@ namespace Barotrauma
{ {
public static List<Hull> hullList = new List<Hull>(); public static List<Hull> hullList = new List<Hull>();
private static List<EntityGrid> entityGrids = new List<EntityGrid>(); private static List<EntityGrid> entityGrids = new List<EntityGrid>();
public static List<EntityGrid> EntityGrids
{
get
{
return entityGrids;
}
}
public static bool ShowHulls = true; public static bool ShowHulls = true;
@@ -249,7 +256,7 @@ namespace Barotrauma
return rect; return rect;
} }
public static void GenerateEntityGrid(Submarine submarine) public static EntityGrid GenerateEntityGrid(Submarine submarine)
{ {
var newGrid = new EntityGrid(submarine, 200.0f); var newGrid = new EntityGrid(submarine, 200.0f);
@@ -259,6 +266,7 @@ namespace Barotrauma
{ {
if (hull.Submarine == submarine) newGrid.InsertEntity(hull); if (hull.Submarine == submarine) newGrid.InsertEntity(hull);
} }
return newGrid;
} }
public void AddToGrid(Submarine submarine) public void AddToGrid(Submarine submarine)
+8 -2
View File
@@ -39,6 +39,14 @@ namespace Barotrauma
private bool loadSub; private bool loadSub;
private Submarine sub; private Submarine sub;
public Submarine Sub
{
get
{
return sub;
}
}
private XElement saveElement; private XElement saveElement;
public override bool IsLinkable public override bool IsLinkable
@@ -399,8 +407,6 @@ namespace Barotrauma
sub.Submarine = Submarine; sub.Submarine = Submarine;
} }
var linkedItem = linkedTo.FirstOrDefault(lt => (lt is Item) && ((Item)lt).GetComponent<DockingPort>() != null); var linkedItem = linkedTo.FirstOrDefault(lt => (lt is Item) && ((Item)lt).GetComponent<DockingPort>() != null);
if (linkedItem == null) return; if (linkedItem == null) return;
+130 -1
View File
@@ -77,6 +77,8 @@ namespace Barotrauma
private float lastNetworkUpdate, networkUpdateTimer; private float lastNetworkUpdate, networkUpdateTimer;
private EntityGrid entityGrid = null;
//properties ---------------------------------------------------- //properties ----------------------------------------------------
public string Name public string Name
@@ -476,9 +478,131 @@ namespace Barotrauma
//movement ---------------------------------------------------- //movement ----------------------------------------------------
private bool flippedX = false;
public bool FlippedX
{
get { return flippedX; }
}
public void FlipX(List<Submarine> parents=null)
{
if (parents == null) parents = new List<Submarine>();
parents.Add(this);
flippedX = !flippedX;
Item.UpdateHulls();
List<Item> bodyItems = Item.ItemList.FindAll(it => it.Submarine == this && it.body != null);
List<Vector2> bodyPos = new List<Vector2>(); bodyItems.ForEach(it => bodyPos.Add(Vector2.Zero));
for (int i = 0; i < bodyItems.Count; i++)
{
bodyPos[i] = bodyItems[i].WorldPosition;
}
foreach (MapEntity e in MapEntity.mapEntityList)
{
if (e.MoveWithLevel || e.Submarine != this || e is Item || e is WayPoint) continue;
Vector2 relative = e.WorldPosition - WorldPosition;
relative.X = -relative.X*2.0f;
relative.Y = 0.0f;
e.Move(relative);
if (e is LinkedSubmarine)
{
Submarine sub = ((LinkedSubmarine)e).Sub;
if (!parents.Contains(sub))
{
Vector2 relative1 = sub.SubBody.Position - SubBody.Position;
relative1.X = -relative1.X;
sub.SetPosition(relative1 + SubBody.Position);
sub.FlipX(parents);
}
}
}
/*foreach (Submarine sub in loaded)
{
if (sub != this && sub.Submarine == this && !parents.Contains(sub))
{
Vector2 relative = sub.SubBody.Position - SubBody.Position;
relative.X = -relative.X;
sub.SetPosition(relative + SubBody.Position);
sub.FlipX(parents);
}
}*/
List<WayPoint> subWayPoints = WayPoint.WayPointList.FindAll(wp => wp.Submarine == this);
foreach (WayPoint wp in subWayPoints)
{
Vector2 relative = wp.WorldPosition - WorldPosition;
relative.X = -relative.X * 2.0f;
relative.Y = 0.0f;
wp.Move(relative);
}
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
{
if (MapEntity.mapEntityList[i].Submarine != this) continue;
MapEntity.mapEntityList[i].Move(-HiddenSubPosition);
}
Vector2 pos = new Vector2(subBody.Position.X, subBody.Position.Y);
SubmarineBody newSubBody = new SubmarineBody(this);
GameMain.World.RemoveBody(subBody.Body);
subBody = newSubBody;
SetPosition(pos);
if (entityGrid != null)
{
Hull.EntityGrids.Remove(entityGrid);
entityGrid = null;
}
entityGrid = Hull.GenerateEntityGrid(this);
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
{
if (MapEntity.mapEntityList[i].Submarine != this) continue;
MapEntity.mapEntityList[i].Move(HiddenSubPosition);
}
foreach (Item item in Item.ItemList)
{
if (item.Submarine != this || bodyItems.Contains(item)) continue;
Vector2 relative;
relative = item.WorldPosition - WorldPosition;
relative.X = -relative.X * 2.0f;
relative.Y = 0.0f;
Items.Components.Wire wire = item.GetComponent<Items.Components.Wire>();
if (wire != null)
{
for (int i = 0; i < wire.Nodes.Count; i++)
{
wire.Nodes[i] = new Vector2(-wire.Nodes[i].X, wire.Nodes[i].Y);
}
}
item.Move(relative);
}
for (int i=0;i<bodyItems.Count;i++)
{
Vector2 relative = bodyPos[i] - bodyItems[i].WorldPosition;
bodyItems[i].Move(relative);
if (bodyItems[i].Name.ToLower().Contains("suit")) DebugConsole.NewMessage(bodyItems[i].Name,Color.Red);
}
Item.UpdateHulls();
Gap.UpdateHulls();
}
public void Update(float deltaTime) public void Update(float deltaTime)
{ {
if (PlayerInput.KeyHit(InputType.Crouch)) FlipX();
if (Level.Loaded == null) return; if (Level.Loaded == null) return;
if (subBody == null) return; if (subBody == null) return;
@@ -925,7 +1049,12 @@ namespace Barotrauma
loaded.Add(this); loaded.Add(this);
Hull.GenerateEntityGrid(this); if (entityGrid != null)
{
Hull.EntityGrids.Remove(entityGrid);
entityGrid = null;
}
entityGrid = Hull.GenerateEntityGrid(this);
for (int i = 0; i < MapEntity.mapEntityList.Count; i++) for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
{ {
+1 -1
View File
@@ -57,7 +57,7 @@ namespace Barotrauma
public Vector2 TargetPosition public Vector2 TargetPosition
{ {
//get { return targetPosition; } //get { return targetPosition.Value; }
set set
{ {
if (!MathUtils.IsValid(value)) return; if (!MathUtils.IsValid(value)) return;
+2 -2
View File
@@ -909,7 +909,7 @@ namespace Barotrauma.Networking
for (int j = 1; j <= teamCount; j++) for (int j = 1; j <= teamCount; j++)
{ {
List<Client> teamClients = connectedClients.FindAll(c => c.TeamID == j); List<Client> teamClients = connectedClients.FindAll(c => c.TeamID == j);
if (!teamClients.Any()) continue; if (!teamClients.Any() && j!=1) continue;
AssignJobs(teamClients); AssignJobs(teamClients);
@@ -928,7 +928,7 @@ namespace Barotrauma.Networking
client.characterInfo.Job = new Job(client.assignedJob); client.characterInfo.Job = new Job(client.assignedJob);
} }
if (characterInfo != null) if (characterInfo != null && j == 1)
{ {
characterInfo.Job = new Job(GameMain.NetLobbyScreen.JobPreferences[0]); characterInfo.Job = new Job(GameMain.NetLobbyScreen.JobPreferences[0]);
characterInfos.Add(characterInfo); characterInfos.Add(characterInfo);