Progress on tutorial, gap tweaking (water flows faster from room to room), UPnP error messages, input keys in array, underwater aiming tweaking, tons of misc stuff commit more often ffs
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@@ -249,12 +249,20 @@ namespace Subsurface
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{
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pos.Y = ConvertUnits.ToSimUnits(MathHelper.Clamp(lowerSurface, rect.Y-rect.Height, rect.Y));
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Game1.ParticleManager.CreateParticle("watersplash",
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var particle = Game1.ParticleManager.CreateParticle("watersplash",
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new Vector2(pos.X, pos.Y - Rand.Range(0.0f, 0.1f)),
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new Vector2(flowForce.X * Rand.Range(0.005f, 0.007f), flowForce.Y * Rand.Range(0.005f, 0.007f)));
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new Vector2(
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MathHelper.Clamp(flowForce.X, -5000.0f, 5000.0f) * Rand.Range(0.005f, 0.007f),
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flowForce.Y * Rand.Range(0.005f, 0.007f)));
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if (particle!=null)
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{
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particle.Size = particle.Size * Math.Abs(flowForce.X / 1000.0f);
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}
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pos.Y = ConvertUnits.ToSimUnits(Rand.Range(lowerSurface, rect.Y - rect.Height));
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Game1.ParticleManager.CreateParticle("bubbles", pos, flowForce / 200.0f);
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Game1.ParticleManager.CreateParticle("bubbles", pos, flowForce / 200.0f);
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}
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else
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{
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@@ -312,7 +320,7 @@ namespace Subsurface
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flowTargetHull = hull1;
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//make sure not to move more than what the room contains
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delta = Math.Min((hull2.Pressure - hull1.Pressure) * sizeModifier, Math.Min(hull2.Volume, hull2.FullVolume));
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delta = Math.Min((hull2.Pressure - hull1.Pressure) * 5.0f * sizeModifier, Math.Min(hull2.Volume, hull2.FullVolume));
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//make sure not to place more water to the target room than it can hold
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delta = Math.Min(delta, hull1.FullVolume + Hull.MaxCompress - (hull1.Volume));
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@@ -331,7 +339,7 @@ namespace Subsurface
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flowTargetHull = hull2;
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//make sure not to move more than what the room contains
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delta = Math.Min((hull1.Pressure - hull2.Pressure) * sizeModifier, Math.Min(hull1.Volume, hull1.FullVolume));
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delta = Math.Min((hull1.Pressure - hull2.Pressure) * 5.0f * sizeModifier, Math.Min(hull1.Volume, hull1.FullVolume));
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//make sure not to place more water to the target room than it can hold
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delta = Math.Min(delta, hull2.FullVolume + Hull.MaxCompress - (hull2.Volume));
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@@ -405,7 +413,7 @@ namespace Subsurface
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flowTargetHull = hull2;
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//make sure the amount of water moved isn't more than what the room contains
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float delta = Math.Min(hull1.Volume, deltaTime * 10000f * sizeModifier);
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float delta = Math.Min(hull1.Volume, deltaTime * 25000f * sizeModifier);
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//make sure not to place more water to the target room than it can hold
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delta = Math.Min(delta, (hull2.FullVolume + Math.Max(hull1.Volume - hull1.FullVolume, 0.0f)) - hull2.Volume + Hull.MaxCompress / 4.0f);
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