using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; namespace Barotrauma; internal partial class LevelGenerationParams : PrefabWithUintIdentifier { /// Doesn't call SpriteBatch.Begin and SpriteBatch.End; They must be called manually. public void DrawBackgrounds(SpriteBatch spriteBatch, Camera cam) { if (BackgroundTopSprite == null) { return; } Vector2 backgroundPos = cam.WorldViewCenter.FlipY() * 0.05f; int backgroundSize = (int)BackgroundTopSprite.size.Y; if (backgroundPos.Y >= backgroundSize) { return; } if (backgroundPos.Y < 0f) { BackgroundTopSprite.SourceRect = new Rectangle((int)backgroundPos.X, (int)backgroundPos.Y, backgroundSize, (int)Math.Min(-backgroundPos.Y, backgroundSize)); BackgroundTopSprite.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(GameMain.GraphicsWidth, Math.Min(-backgroundPos.Y, GameMain.GraphicsHeight)), color: BackgroundTextureColor); } if (-backgroundPos.Y < GameMain.GraphicsHeight && BackgroundSprite != null) { BackgroundSprite.SourceRect = new Rectangle((int)backgroundPos.X, (int)Math.Max(backgroundPos.Y, 0), backgroundSize, backgroundSize); BackgroundSprite.DrawTiled(spriteBatch, (backgroundPos.Y < 0f) ? new Vector2(0f, (int)-backgroundPos.Y) : Vector2.Zero, new Vector2(GameMain.GraphicsWidth, (int)Math.Min(Math.Ceiling(backgroundSize - backgroundPos.Y), backgroundSize)), color: BackgroundTextureColor); } } /// Doesn't call SpriteBatch.Begin and SpriteBatch.End; They must be called manually. public void DrawWaterParticles(SpriteBatch spriteBatch, Camera cam, Vector2 offset) { if (WaterParticles == null || cam.Zoom <= 0.05f) { return; } float textureScale = WaterParticleScale; Vector2 textureSize = new Vector2(WaterParticles.Texture.Width, WaterParticles.Texture.Height); Vector2 origin = new Vector2(cam.WorldView.X, -cam.WorldView.Y); offset -= origin; // Draw 4 layers of particles. for (int i = 0; i < 4; i++) { float scale = 1f - i * 0.2f; float alpha = MathUtils.InverseLerp(0.05f, 0.1f, cam.Zoom * scale); if (alpha == 0f) { continue; } Vector2 newOffset = offset * scale; newOffset += cam.WorldView.Size.ToVector2() * (1f - scale) * 0.5f; newOffset -= new Vector2(256f * i); float newTextureScale = scale * textureScale; Vector2 newSize = textureSize * scale; while (newOffset.X <= -newSize.X) { newOffset.X += newSize.X; } while (newOffset.X > 0f) { newOffset.X -= newSize.X; } while (newOffset.Y <= -newSize.Y) { newOffset.Y += newSize.Y; } while (newOffset.Y > 0f) { newOffset.Y -= newSize.Y; } WaterParticles.DrawTiled(spriteBatch, origin + newOffset, cam.WorldView.Size.ToVector2() - newOffset, color: WaterParticleColor * alpha, textureScale: new Vector2(newTextureScale)); } } public void UpdateWaterParticleOffset(ref Vector2 offset, Vector2 velocity, float deltaTime) { if (WaterParticles == null) { return; } Vector2 waterTextureSize = WaterParticles.size * WaterParticleScale; offset += velocity.FlipY() * WaterParticleScale * deltaTime; offset.X %= waterTextureSize.X; offset.Y %= waterTextureSize.Y; } }