Merge branch 'NewCoordinateSystem'

Conflicts:
	Subsurface/Barotrauma.csproj
	Subsurface_Solution.v12.suo
This commit is contained in:
Regalis
2015-12-17 18:29:26 +02:00
105 changed files with 2401 additions and 1288 deletions
+26 -73
View File
@@ -15,12 +15,7 @@ namespace Barotrauma
readonly RenderTarget2D renderTargetWater;
readonly RenderTarget2D renderTargetAir;
readonly Sprite background, backgroundTop;
readonly Texture2D dustParticles;
Vector2 dustOffset;
public BackgroundSpriteManager BackgroundSpriteManager;
public BackgroundCreatureManager BackgroundCreatureManager;
public Camera Cam
{
@@ -36,17 +31,16 @@ namespace Barotrauma
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);
dustParticles = Sprite.LoadTexture("Content/Map/dustparticles.png");
BackgroundSpriteManager = new BackgroundSpriteManager("Content/BackgroundSprites/BackgroundSpritePrefabs.xml");
BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
}
public override void Select()
{
base.Select();
if (Submarine.Loaded != null) cam.TargetPos = Submarine.Loaded.Position;
foreach (MapEntity entity in MapEntity.mapEntityList)
entity.IsHighlighted = false;
}
@@ -58,6 +52,8 @@ namespace Barotrauma
Sounds.SoundManager.LowPassHFGain = 1.0f;
}
int rendc;
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
@@ -81,30 +77,38 @@ namespace Barotrauma
GameMain.GameSession.Submarine.ApplyForce(targetMovement * 1000000.0f);
}
#endif
dustOffset -= Vector2.UnitY * 10.0f * (float)deltaTime;
if (GameMain.GameSession!=null) GameMain.GameSession.Update((float)deltaTime);
//EventManager.Update(gameTime);
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
Character.UpdateAll(cam, (float)deltaTime);
BackgroundSpriteManager.Update(cam, (float)deltaTime);
BackgroundCreatureManager.Update(cam, (float)deltaTime);
GameMain.ParticleManager.Update((float)deltaTime);
StatusEffect.UpdateAll((float)deltaTime);
Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 4);
Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 6);
//Physics.accumulator = Physics.step;
while (Physics.accumulator >= Physics.step)
{
cam.MoveCamera((float)Physics.step);
if (Character.Controlled != null)
{
cam.TargetPos = Character.Controlled.WorldPosition;
Lights.LightManager.ViewPos = Character.Controlled.WorldPosition;
}
if (Submarine.Loaded != null) Submarine.Loaded.SetPrevTransform(Submarine.Loaded.Position);
foreach (PhysicsBody pb in PhysicsBody.list)
{
pb.SetPrevTransform(pb.SimPosition, pb.Rotation);
}
MapEntity.UpdateAll(cam, (float)Physics.step);
Character.UpdateAnimAll((float)Physics.step);
@@ -118,7 +122,7 @@ namespace Barotrauma
GameMain.World.Step((float)Physics.step);
Level.AfterWorldStep();
//Level.AfterWorldStep();
Physics.accumulator -= Physics.step;
}
@@ -164,11 +168,15 @@ namespace Barotrauma
public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
{
if (Submarine.Loaded != null) Submarine.Loaded.UpdateTransform();
GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision;
GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam,
Character.Controlled==null ? LightManager.ViewPos : Character.Controlled.CursorPosition);
Character.Controlled==null ? LightManager.ViewPos : Character.Controlled.CursorWorldPosition);
//----------------------------------------------------------------------------------------
//1. draw the background, characters and the parts of the submarine that are behind them
@@ -177,57 +185,8 @@ namespace Barotrauma
graphics.SetRenderTarget(renderTarget);
graphics.Clear(new Color(11, 18, 26, 255));
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap);
if (Level.Loaded != null) Level.Loaded.DrawBack(spriteBatch, cam, BackgroundCreatureManager);
Vector2 backgroundPos = cam.Position;
if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
backgroundPos.Y = -backgroundPos.Y;
backgroundPos /= 20.0f;
if (backgroundPos.Y < 1024)
{
if (backgroundPos.Y > -1024)
{
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(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(GameMain.GraphicsWidth, Math.Min(-backgroundPos.Y, GameMain.GraphicsHeight)),
Vector2.Zero, Color.White);
}
}
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend,
SamplerState.LinearWrap, DepthStencilState.Default, null, null,
cam.Transform);
BackgroundSpriteManager.Draw(spriteBatch);
backgroundPos = new Vector2(cam.WorldView.X, cam.WorldView.Y) + dustOffset;
if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
Rectangle viewRect = cam.WorldView;
viewRect.Y = -viewRect.Y;
float multiplier = 0.8f;
for (int i = 1; i < 4; i++)
{
spriteBatch.Draw(dustParticles, viewRect,
new Rectangle((int)((backgroundPos.X * multiplier)), (int)((-backgroundPos.Y * multiplier)), cam.WorldView.Width, cam.WorldView.Height),
Color.White * multiplier, 0.0f, Vector2.Zero, SpriteEffects.None, 1.0f-multiplier);
multiplier -= 0.15f;
}
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend,
@@ -320,12 +279,6 @@ namespace Barotrauma
Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
{
GameMain.GameSession.Level.Render(graphics, cam);
//GameMain.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
}
//----------------------------------------------------------------------------------------
//3. draw the sections of the map that are on top of the water
//----------------------------------------------------------------------------------------
@@ -339,7 +292,7 @@ namespace Barotrauma
Submarine.DrawFront(spriteBatch);
if (Level.Loaded!=null) Level.Loaded.Draw(spriteBatch);
if (Level.Loaded!=null) Level.Loaded.DrawFront(spriteBatch);
spriteBatch.End();