using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Text; using System.Xml.Linq; using Voronoi2; namespace Barotrauma { class BackgroundSprite { public readonly BackgroundSpritePrefab Prefab; public Vector3 Position; public float Scale; public float Rotation; //public Vector2[] spriteCorners; public BackgroundSprite(BackgroundSpritePrefab prefab, Vector3 position, float scale, float rotation = 0.0f) { this.Prefab = prefab; this.Position = position; this.Scale = scale; this.Rotation = rotation; } } class BackgroundSpriteManager { const int GridSize = 1000; private List prefabs = new List(); private List[,] sprites; private float swingTimer; public BackgroundSpriteManager(string configPath) { LoadConfig(configPath); } public BackgroundSpriteManager(List files) { foreach (var file in files) { LoadConfig(file); } } private void LoadConfig(string configPath) { try { XDocument doc = ToolBox.TryLoadXml(configPath); if (doc == null || doc.Root == null) return; foreach (XElement element in doc.Root.Elements()) { prefabs.Add(new BackgroundSpritePrefab(element)); } } catch (Exception e) { DebugConsole.ThrowError(String.Format("Failed to load BackgroundSprites from {0}", configPath), e); } } public void PlaceSprites(Level level, int amount) { sprites = new List[ (int)Math.Ceiling(level.Size.X / GridSize), (int)Math.Ceiling(level.Size.Y / GridSize)]; for (int x = 0; x < sprites.GetLength(0); x++) { for (int y = 0; y < sprites.GetLength(1); y++) { sprites[x, y] = new List(); } } for (int i = 0 ; i < amount; i++) { BackgroundSpritePrefab prefab = GetRandomPrefab(level.GenerationParams.Name); GraphEdge selectedEdge = null; Vector2 edgeNormal = Vector2.One; Vector2? pos = FindSpritePosition(level, prefab, out selectedEdge, out edgeNormal); if (pos == null) continue; float rotation = 0.0f; if (prefab.AlignWithSurface) { rotation = MathUtils.VectorToAngle(new Vector2(edgeNormal.Y, edgeNormal.X)); } rotation += Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, false); var newSprite = new BackgroundSprite(prefab, new Vector3((Vector2)pos, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, false)), Rand.Range(prefab.Scale.X, prefab.Scale.Y, false), rotation); //calculate the positions of the corners of the rotated sprite Vector2 halfSize = newSprite.Prefab.Sprite.size * newSprite.Scale / 2; var spriteCorners = new Vector2[] { -halfSize, new Vector2(-halfSize.X, halfSize.Y), halfSize, new Vector2(halfSize.X, -halfSize.Y) }; Vector2 pivotOffset = newSprite.Prefab.Sprite.Origin * newSprite.Scale - halfSize; pivotOffset.X = -pivotOffset.X; pivotOffset = new Vector2( (float)(pivotOffset.X * Math.Cos(-rotation) - pivotOffset.Y * Math.Sin(-rotation)), (float)(pivotOffset.X * Math.Sin(-rotation) + pivotOffset.Y * Math.Cos(-rotation))); for (int j = 0; j < 4; j++) { spriteCorners[j] = new Vector2( (float)(spriteCorners[j].X * Math.Cos(-rotation) - spriteCorners[j].Y * Math.Sin(-rotation)), (float)(spriteCorners[j].X * Math.Sin(-rotation) + spriteCorners[j].Y * Math.Cos(-rotation))); spriteCorners[j] += (Vector2)pos + pivotOffset; } //newSprite.spriteCorners = spriteCorners; int minX = (int)Math.Floor((spriteCorners.Min(c => c.X) - newSprite.Position.Z) / GridSize); int maxX = (int)Math.Floor((spriteCorners.Max(c => c.X) + newSprite.Position.Z) / GridSize); if (minX < 0 || maxX >= sprites.GetLength(0)) continue; int minY = (int)Math.Floor((spriteCorners.Min(c => c.Y) - newSprite.Position.Z) / GridSize); int maxY = (int)Math.Floor((spriteCorners.Max(c => c.Y) + newSprite.Position.Z) / GridSize); if (minY < 0 || maxY >= sprites.GetLength(1)) continue; for (int x = minX; x <= maxX; x++) { for (int y = minY; y <= maxY; y++) { sprites[x, y].Add(newSprite); } } } } private Vector2? FindSpritePosition(Level level, BackgroundSpritePrefab prefab, out GraphEdge closestEdge, out Vector2 edgeNormal) { closestEdge = null; edgeNormal = Vector2.One; Vector2 randomPos = new Vector2( Rand.Range(0.0f, level.Size.X, false), Rand.Range(0.0f, level.Size.Y, false)); if (!prefab.SpawnOnWalls) return randomPos; List edges = new List(); List normals = new List(); var cells = level.GetCells(randomPos); if (cells.Any()) { VoronoiCell cell = cells[Rand.Int(cells.Count, false)]; foreach (GraphEdge edge in cell.edges) { if (!edge.isSolid || edge.OutsideLevel) continue; Vector2 normal = edge.GetNormal(cell); if (prefab.Alignment.HasFlag(Alignment.Bottom) && normal.Y < -0.5f) { edges.Add(edge); } else if (prefab.Alignment.HasFlag(Alignment.Top) && normal.Y > 0.5f) { edges.Add(edge); } else if (prefab.Alignment.HasFlag(Alignment.Left) && normal.X < -0.5f) { edges.Add(edge); } else if (prefab.Alignment.HasFlag(Alignment.Right) && normal.X > 0.5f) { edges.Add(edge); } else { continue; } normals.Add(normal); } } foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins) { Rectangle expandedArea = ruin.Area; expandedArea.Inflate(ruin.Area.Width, ruin.Area.Height); if (!expandedArea.Contains(randomPos)) continue; foreach (var ruinShape in ruin.RuinShapes) { foreach (var wall in ruinShape.Walls) { if (!prefab.Alignment.HasFlag(ruinShape.GetLineAlignment(wall))) continue; edges.Add(new GraphEdge(wall.A, wall.B)); normals.Add((wall.A + wall.B) / 2.0f - ruinShape.Center); } } } if (!edges.Any()) return null; int index = Rand.Int(edges.Count, false); closestEdge = edges[index]; edgeNormal = normals[index]; float length = Vector2.Distance(closestEdge.point1, closestEdge.point2); Vector2 dir = (closestEdge.point1 - closestEdge.point2) / length; Vector2 pos = closestEdge.point2 + dir * Rand.Range(prefab.Sprite.size.X / 2.0f, length - prefab.Sprite.size.X / 2.0f, false); return pos; } public void Update(float deltaTime) { swingTimer += deltaTime; } public void DrawSprites(SpriteBatch spriteBatch, Camera cam) { Rectangle indices = Rectangle.Empty; indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize); if (indices.X >= sprites.GetLength(0)) return; indices.Y = (int)Math.Floor((cam.WorldView.Y - cam.WorldView.Height) / (float)GridSize); if (indices.Y >= sprites.GetLength(1)) return; indices.Width = (int)Math.Floor(cam.WorldView.Right / (float)GridSize)+1; if (indices.Width < 0) return; indices.Height = (int)Math.Floor(cam.WorldView.Y / (float)GridSize)+1; if (indices.Height < 0) return; indices.X = Math.Max(indices.X, 0); indices.Y = Math.Max(indices.Y, 0); indices.Width = Math.Min(indices.Width, sprites.GetLength(0)-1); indices.Height = Math.Min(indices.Height, sprites.GetLength(1)-1); float swingState = (float)Math.Sin(swingTimer * 0.1f); List visibleSprites = new List(); float z = 0.0f; for (int x = indices.X; x <= indices.Width; x++) { for (int y = indices.Y; y <= indices.Height; y++) { foreach (BackgroundSprite sprite in sprites[x, y]) { int drawOrderIndex = 0; for (int i = 0; i < visibleSprites.Count; i++) { if (visibleSprites[i] == sprite) { drawOrderIndex = -1; break; } if (visibleSprites[i].Position.Z > sprite.Position.Z) { break; } else { drawOrderIndex = i + 1; } } if (drawOrderIndex >= 0) { visibleSprites.Insert(drawOrderIndex, sprite); } } } } foreach (BackgroundSprite sprite in visibleSprites) { Vector2 camDiff = new Vector2(sprite.Position.X, sprite.Position.Y) - cam.WorldViewCenter; camDiff.Y = -camDiff.Y; sprite.Prefab.Sprite.Draw( spriteBatch, new Vector2(sprite.Position.X, -sprite.Position.Y) - camDiff * sprite.Position.Z / 10000.0f, Color.Lerp(Color.White, Level.Loaded.BackgroundColor, sprite.Position.Z / 5000.0f), sprite.Rotation + swingState * sprite.Prefab.SwingAmount, sprite.Scale, SpriteEffects.None, z); /*for (int i = 0; i < 4; i++) { GUI.DrawLine(spriteBatch, new Vector2(sprite.spriteCorners[i].X, -sprite.spriteCorners[i].Y), new Vector2(sprite.spriteCorners[(i + 1) % 4].X, -sprite.spriteCorners[(i + 1) % 4].Y), Color.White, 0, 5); }*/ if (GameMain.DebugDraw) { GUI.DrawRectangle(spriteBatch, new Vector2(sprite.Position.X, -sprite.Position.Y), new Vector2(10.0f, 10.0f), Color.Red, true); } z += 0.0001f; } } private BackgroundSpritePrefab GetRandomPrefab(string levelType) { int totalCommonness = 0; foreach (BackgroundSpritePrefab prefab in prefabs) { totalCommonness += prefab.GetCommonness(levelType); } float randomNumber = Rand.Int(totalCommonness+1, false); foreach (BackgroundSpritePrefab prefab in prefabs) { if (randomNumber <= prefab.GetCommonness(levelType)) { return prefab; } randomNumber -= prefab.GetCommonness(levelType); } return null; } } }