Merge branch 'NewCoordinateSystem'
Conflicts: Subsurface/Barotrauma.csproj Subsurface_Solution.v12.suo
This commit is contained in:
@@ -15,12 +15,7 @@ namespace Barotrauma
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readonly RenderTarget2D renderTargetWater;
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readonly RenderTarget2D renderTargetAir;
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readonly Sprite background, backgroundTop;
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readonly Texture2D dustParticles;
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Vector2 dustOffset;
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public BackgroundSpriteManager BackgroundSpriteManager;
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public BackgroundCreatureManager BackgroundCreatureManager;
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public Camera Cam
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{
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@@ -36,17 +31,16 @@ namespace Barotrauma
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renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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background = new Sprite("Content/Map/background.png", Vector2.Zero);
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backgroundTop = new Sprite("Content/Map/background2.png", Vector2.Zero);
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dustParticles = Sprite.LoadTexture("Content/Map/dustparticles.png");
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BackgroundSpriteManager = new BackgroundSpriteManager("Content/BackgroundSprites/BackgroundSpritePrefabs.xml");
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BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
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}
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public override void Select()
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{
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base.Select();
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if (Submarine.Loaded != null) cam.TargetPos = Submarine.Loaded.Position;
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foreach (MapEntity entity in MapEntity.mapEntityList)
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entity.IsHighlighted = false;
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}
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@@ -58,6 +52,8 @@ namespace Barotrauma
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Sounds.SoundManager.LowPassHFGain = 1.0f;
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}
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int rendc;
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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@@ -81,30 +77,38 @@ namespace Barotrauma
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GameMain.GameSession.Submarine.ApplyForce(targetMovement * 1000000.0f);
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}
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#endif
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dustOffset -= Vector2.UnitY * 10.0f * (float)deltaTime;
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if (GameMain.GameSession!=null) GameMain.GameSession.Update((float)deltaTime);
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//EventManager.Update(gameTime);
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if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
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Character.UpdateAll(cam, (float)deltaTime);
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BackgroundSpriteManager.Update(cam, (float)deltaTime);
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BackgroundCreatureManager.Update(cam, (float)deltaTime);
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GameMain.ParticleManager.Update((float)deltaTime);
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StatusEffect.UpdateAll((float)deltaTime);
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Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 4);
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Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 6);
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//Physics.accumulator = Physics.step;
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while (Physics.accumulator >= Physics.step)
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{
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cam.MoveCamera((float)Physics.step);
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if (Character.Controlled != null)
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{
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cam.TargetPos = Character.Controlled.WorldPosition;
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Lights.LightManager.ViewPos = Character.Controlled.WorldPosition;
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}
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if (Submarine.Loaded != null) Submarine.Loaded.SetPrevTransform(Submarine.Loaded.Position);
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foreach (PhysicsBody pb in PhysicsBody.list)
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{
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pb.SetPrevTransform(pb.SimPosition, pb.Rotation);
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}
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MapEntity.UpdateAll(cam, (float)Physics.step);
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Character.UpdateAnimAll((float)Physics.step);
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@@ -118,7 +122,7 @@ namespace Barotrauma
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GameMain.World.Step((float)Physics.step);
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Level.AfterWorldStep();
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//Level.AfterWorldStep();
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Physics.accumulator -= Physics.step;
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}
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@@ -164,11 +168,15 @@ namespace Barotrauma
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public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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if (Submarine.Loaded != null) Submarine.Loaded.UpdateTransform();
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GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision;
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GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
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GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam,
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Character.Controlled==null ? LightManager.ViewPos : Character.Controlled.CursorPosition);
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Character.Controlled==null ? LightManager.ViewPos : Character.Controlled.CursorWorldPosition);
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//----------------------------------------------------------------------------------------
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//1. draw the background, characters and the parts of the submarine that are behind them
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@@ -177,57 +185,8 @@ namespace Barotrauma
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graphics.SetRenderTarget(renderTarget);
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graphics.Clear(new Color(11, 18, 26, 255));
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap);
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if (Level.Loaded != null) Level.Loaded.DrawBack(spriteBatch, cam, BackgroundCreatureManager);
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Vector2 backgroundPos = cam.Position;
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if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
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backgroundPos.Y = -backgroundPos.Y;
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backgroundPos /= 20.0f;
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if (backgroundPos.Y < 1024)
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{
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if (backgroundPos.Y > -1024)
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{
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background.SourceRect = new Rectangle((int)backgroundPos.X, (int)Math.Max(backgroundPos.Y, 0), 1024, 1024);
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background.DrawTiled(spriteBatch,
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(backgroundPos.Y < 0) ? new Vector2(0.0f, -backgroundPos.Y) : Vector2.Zero,
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new Vector2(GameMain.GraphicsWidth, 1024 - backgroundPos.Y),
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Vector2.Zero, Color.White);
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}
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if (backgroundPos.Y < 0)
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{
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backgroundTop.SourceRect = new Rectangle((int)backgroundPos.X, (int)backgroundPos.Y, 1024, (int)Math.Min(-backgroundPos.Y, 1024));
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backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(GameMain.GraphicsWidth, Math.Min(-backgroundPos.Y, GameMain.GraphicsHeight)),
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Vector2.Zero, Color.White);
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}
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}
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend,
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SamplerState.LinearWrap, DepthStencilState.Default, null, null,
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cam.Transform);
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BackgroundSpriteManager.Draw(spriteBatch);
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backgroundPos = new Vector2(cam.WorldView.X, cam.WorldView.Y) + dustOffset;
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if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
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Rectangle viewRect = cam.WorldView;
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viewRect.Y = -viewRect.Y;
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float multiplier = 0.8f;
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for (int i = 1; i < 4; i++)
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{
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spriteBatch.Draw(dustParticles, viewRect,
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new Rectangle((int)((backgroundPos.X * multiplier)), (int)((-backgroundPos.Y * multiplier)), cam.WorldView.Width, cam.WorldView.Height),
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Color.White * multiplier, 0.0f, Vector2.Zero, SpriteEffects.None, 1.0f-multiplier);
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multiplier -= 0.15f;
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}
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend,
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@@ -320,12 +279,6 @@ namespace Barotrauma
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Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
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{
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GameMain.GameSession.Level.Render(graphics, cam);
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//GameMain.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
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}
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//----------------------------------------------------------------------------------------
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//3. draw the sections of the map that are on top of the water
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//----------------------------------------------------------------------------------------
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@@ -339,7 +292,7 @@ namespace Barotrauma
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Submarine.DrawFront(spriteBatch);
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if (Level.Loaded!=null) Level.Loaded.Draw(spriteBatch);
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if (Level.Loaded!=null) Level.Loaded.DrawFront(spriteBatch);
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spriteBatch.End();
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