using FarseerPhysics; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Xml.Linq; namespace Subsurface.Items.Components { class Radar : ItemComponent { float range; float angle; float pingState; //RenderTarget2D renderTarget; Sprite pingCircle, screenOverlay; [HasDefaultValue(0.0f, false)] public float Range { get { return ConvertUnits.ToDisplayUnits(range); } set { range = ConvertUnits.ToSimUnits(value); } } public Radar(Item item, XElement element) : base(item, element) { foreach (XElement subElement in element.Elements()) { switch (subElement.Name.ToString().ToLower()) { case "pingcircle": pingCircle = new Sprite(subElement); break; case "screenoverlay": screenOverlay = new Sprite(subElement); break; } } //renderTarget = new RenderTarget2D(Game1.CurrGraphicsDevice, GuiFrame.Rect.Width, GuiFrame.Rect.Height); } public override void Update(float deltaTime, Camera cam) { base.Update(deltaTime, cam); pingState = (pingState + deltaTime * 0.5f); if (pingState>1.0f) { item.Use(deltaTime, null); pingState = 0.0f; } //angle = (angle + deltaTime) % MathHelper.TwoPi; } public override bool Use(float deltaTime, Character character = null) { return (pingState > 1.0f); } public override void DrawHUD(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Character character) { int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height; int x = GuiFrame.Rect.X; int y = GuiFrame.Rect.Y; GuiFrame.Draw(spriteBatch); if (GUI.DrawButton(spriteBatch, new Rectangle(x+20, y+20, 200, 30), "Activate Radar")) isActive = !isActive; int radius = GuiFrame.Rect.Height / 2 - 10; DrawRadar(spriteBatch, new Rectangle((int)GuiFrame.Center.X - radius, (int)GuiFrame.Center.Y - radius, radius * 2, radius * 2)); } private void DrawRadar(SpriteBatch spriteBatch, Rectangle rect) { Vector2 center = new Vector2(rect.Center.X, rect.Center.Y); //lineEnd += new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * Math.Min(width, height) / 2.0f; //GUI.DrawLine(spriteBatch, GuiFrame.Center, lineEnd, Color.Green); if (!isActive) return; if (pingCircle!=null) { pingCircle.Draw(spriteBatch, center, Color.White * (1.0f-pingState), 0.0f, (rect.Width/pingCircle.size.X)*pingState); } float scale = 0.015f; if (Level.Loaded != null) { List edges = Level.Loaded.GetCellEdges(-Level.Loaded.Position, 7); Vector2 offset = Vector2.Zero; for (int i = 0; i < edges.Count; i++) { GUI.DrawLine(spriteBatch, center + (edges[i][0] - offset) * scale, center + (edges[i][1] - offset) * scale, Color.White); } scale = ConvertUnits.ToDisplayUnits(scale); for (int i = 0; i < Submarine.Loaded.HullVertices.Count; i++) { Vector2 start = Submarine.Loaded.HullVertices[i] * scale; start.Y = -start.Y; Vector2 end = Submarine.Loaded.HullVertices[(i + 1) % Submarine.Loaded.HullVertices.Count] * scale; end.Y = -end.Y; GUI.DrawLine(spriteBatch, center + start, center + end, Color.White); } } foreach (Character c in Character.CharacterList) { if (c.AnimController.CurrentHull != null) continue; if (c.SimPosition != Vector2.Zero && c.SimPosition.Length() < 7 * Level.GridCellWidth) { int width = (int)Math.Min(c.Mass / 5, 30); Vector2 pos = c.Position * scale; pos.Y = -pos.Y; pos += center; GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - width / 2, (int)pos.Y - width / 2, width, width), Color.White, true); } } if (screenOverlay!=null) { screenOverlay.Draw(spriteBatch, center, 0.0f, rect.Width/screenOverlay.size.X); } } private void UpdateRendertarget() { } } }