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

This commit is contained in:
Regalis
2015-08-31 19:57:49 +03:00
parent 1e990784b2
commit f739808520
150 changed files with 15933 additions and 588 deletions
+14 -6
View File
@@ -249,12 +249,20 @@ namespace Subsurface
{
pos.Y = ConvertUnits.ToSimUnits(MathHelper.Clamp(lowerSurface, rect.Y-rect.Height, rect.Y));
Game1.ParticleManager.CreateParticle("watersplash",
var particle = Game1.ParticleManager.CreateParticle("watersplash",
new Vector2(pos.X, pos.Y - Rand.Range(0.0f, 0.1f)),
new Vector2(flowForce.X * Rand.Range(0.005f, 0.007f), flowForce.Y * Rand.Range(0.005f, 0.007f)));
new Vector2(
MathHelper.Clamp(flowForce.X, -5000.0f, 5000.0f) * Rand.Range(0.005f, 0.007f),
flowForce.Y * Rand.Range(0.005f, 0.007f)));
if (particle!=null)
{
particle.Size = particle.Size * Math.Abs(flowForce.X / 1000.0f);
}
pos.Y = ConvertUnits.ToSimUnits(Rand.Range(lowerSurface, rect.Y - rect.Height));
Game1.ParticleManager.CreateParticle("bubbles", pos, flowForce / 200.0f);
Game1.ParticleManager.CreateParticle("bubbles", pos, flowForce / 200.0f);
}
else
{
@@ -312,7 +320,7 @@ namespace Subsurface
flowTargetHull = hull1;
//make sure not to move more than what the room contains
delta = Math.Min((hull2.Pressure - hull1.Pressure) * sizeModifier, Math.Min(hull2.Volume, hull2.FullVolume));
delta = Math.Min((hull2.Pressure - hull1.Pressure) * 5.0f * sizeModifier, Math.Min(hull2.Volume, hull2.FullVolume));
//make sure not to place more water to the target room than it can hold
delta = Math.Min(delta, hull1.FullVolume + Hull.MaxCompress - (hull1.Volume));
@@ -331,7 +339,7 @@ namespace Subsurface
flowTargetHull = hull2;
//make sure not to move more than what the room contains
delta = Math.Min((hull1.Pressure - hull2.Pressure) * sizeModifier, Math.Min(hull1.Volume, hull1.FullVolume));
delta = Math.Min((hull1.Pressure - hull2.Pressure) * 5.0f * sizeModifier, Math.Min(hull1.Volume, hull1.FullVolume));
//make sure not to place more water to the target room than it can hold
delta = Math.Min(delta, hull2.FullVolume + Hull.MaxCompress - (hull2.Volume));
@@ -405,7 +413,7 @@ namespace Subsurface
flowTargetHull = hull2;
//make sure the amount of water moved isn't more than what the room contains
float delta = Math.Min(hull1.Volume, deltaTime * 10000f * sizeModifier);
float delta = Math.Min(hull1.Volume, deltaTime * 25000f * sizeModifier);
//make sure not to place more water to the target room than it can hold
delta = Math.Min(delta, (hull2.FullVolume + Math.Max(hull1.Volume - hull1.FullVolume, 0.0f)) - hull2.Volume + Hull.MaxCompress / 4.0f);