Files
LuaCsForBarotraumaEP/Subsurface/Source/Screens/GameScreen.cs
2015-09-11 22:13:44 +03:00

300 lines
12 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Subsurface.Lights;
namespace Subsurface
{
class GameScreen : Screen
{
Camera cam;
readonly RenderTarget2D renderTarget;
readonly RenderTarget2D renderTargetWater;
readonly RenderTarget2D renderTargetAir;
readonly Sprite background, backgroundTop;
public BackgroundSpriteManager BackgroundSpriteManager;
public Camera Cam
{
get { return cam; }
}
public GameScreen(GraphicsDevice graphics)
{
cam = new Camera();
cam.Translate(new Vector2(-10.0f, 50.0f));
renderTarget = new RenderTarget2D(graphics, Game1.GraphicsWidth, Game1.GraphicsHeight);
renderTargetWater = new RenderTarget2D(graphics, Game1.GraphicsWidth, Game1.GraphicsHeight);
renderTargetAir = new RenderTarget2D(graphics, Game1.GraphicsWidth, Game1.GraphicsHeight);
background = new Sprite("Content/Map/background.png", Vector2.Zero);
backgroundTop = new Sprite("Content/Map/background2.png", Vector2.Zero);
BackgroundSpriteManager = new BackgroundSpriteManager("Content/BackgroundSprites/BackgroundSpritePrefabs.xml");
}
public override void Select()
{
base.Select();
foreach (MapEntity entity in MapEntity.mapEntityList)
entity.IsHighlighted = false;
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
public override void Update(double deltaTime)
{
//the accumulator code is based on this article:
//http://gafferongames.com/game-physics/fix-your-timestep/
Physics.accumulator += deltaTime;
AmbientSoundManager.Update();
//if (Game1.GameSession != null && Game1.GameSession.Level != null)
//{
// Vector2 targetMovement = Vector2.Zero;
// if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
// if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
// if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
// if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
// Game1.GameSession.Submarine.ApplyForce(targetMovement * 100000.0f);
//}
if (Game1.GameSession!=null) Game1.GameSession.Update((float)deltaTime);
//EventManager.Update(gameTime);
Character.UpdateAll(cam, (float)deltaTime);
BackgroundSpriteManager.Update((float)deltaTime);
Game1.ParticleManager.Update((float)deltaTime);
StatusEffect.UpdateAll((float)deltaTime);
Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 4);
while (Physics.accumulator >= Physics.step)
{
cam.MoveCamera((float)Physics.step);
foreach (PhysicsBody pb in PhysicsBody.list)
{
pb.SetPrevTransform(pb.SimPosition, pb.Rotation);
}
MapEntity.UpdateAll(cam, (float)Physics.step);
Character.UpdateAnimAll((float)Physics.step);
Ragdoll.UpdateAll((float)Physics.step);
if (Game1.GameSession != null && Game1.GameSession.Level != null) Game1.GameSession.Submarine.Update((float)Physics.step);
Game1.World.Step((float)Physics.step);
Level.AfterWorldStep();
Physics.accumulator -= Physics.step;
}
Physics.Alpha = Physics.accumulator / Physics.step;
}
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
{
//if (!Physics.updated) return;
DrawMap(graphics, spriteBatch);
spriteBatch.Begin();
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
{
if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
{
Character.Controlled.SelectedConstruction.DrawHUD(spriteBatch, Character.Controlled);
}
else
{
Character.Controlled.SelectedConstruction = null;
}
}
if (Game1.GameSession != null) Game1.GameSession.Draw(spriteBatch);
GUI.Draw((float)deltaTime, spriteBatch, cam);
if (PlayerInput.GetMouseState.LeftButton != ButtonState.Pressed) Inventory.draggingItem = null;
spriteBatch.End();
}
public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
{
Game1.LightManager.DrawLightmap(graphics, spriteBatch, cam);
//----------------------------------------------------------------------------------------
//1. draw the background, characters and the parts of the submarine that are behind them
//----------------------------------------------------------------------------------------
graphics.SetRenderTarget(renderTarget);
graphics.Clear(new Color(11, 18, 26, 255));
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearWrap, DepthStencilState.Default, RasterizerState.CullNone);
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(Game1.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(Game1.GraphicsWidth, Math.Min(-backgroundPos.Y, Game1.GraphicsHeight)),
Vector2.Zero, Color.White);
}
}
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend,
null, null, null, null,
cam.Transform);
BackgroundSpriteManager.Draw(spriteBatch);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend,
null, null, null, null,
cam.Transform);
Submarine.DrawBack(spriteBatch);
foreach (Character c in Character.CharacterList) c.Draw(spriteBatch);
spriteBatch.End();
//----------------------------------------------------------------------------------------
//draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater
graphics.SetRenderTarget(renderTargetWater);
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.AlphaBlend);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, Game1.GraphicsWidth, Game1.GraphicsHeight), new Color(0.75f, 0.8f, 0.9f, 1.0f));
spriteBatch.End();
BlendState blend = new BlendState();
blend.AlphaSourceBlend = Blend.One;
blend.AlphaDestinationBlend = Blend.InverseSourceAlpha;
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.AlphaBlend,
null, DepthStencilState.DepthRead, null, null,
cam.Transform);
Game1.ParticleManager.Draw(spriteBatch, true);
spriteBatch.End();
//----------------------------------------------------------------------------------------
//draw the rendertarget and particles that are only supposed to be drawn in air into renderTargetAir
graphics.SetRenderTarget(renderTargetAir);
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.AlphaBlend);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, Game1.GraphicsWidth, Game1.GraphicsHeight), Color.White);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.AlphaBlend,
null, DepthStencilState.DepthRead, null, null,
cam.Transform);
Game1.ParticleManager.Draw(spriteBatch, false);
spriteBatch.End();
graphics.SetRenderTarget(null);
//----------------------------------------------------------------------------------------
//2. pass the renderTarget to the water shader to do the water effect
//----------------------------------------------------------------------------------------
Hull.renderer.RenderBack(spriteBatch, renderTargetWater);
Array.Clear(Hull.renderer.vertices, 0, Hull.renderer.vertices.Length);
Hull.renderer.PositionInBuffer = 0;
foreach (Hull hull in Hull.hullList)
{
hull.Render(graphics, cam);
}
Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
if (Game1.GameSession != null && Game1.GameSession.Level != null)
{
Game1.GameSession.Level.Render(graphics, cam);
Game1.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
}
if (Game1.LightManager.LightingEnabled)
{
//multiply scene with lightmap
spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.Multiplicative);
spriteBatch.Draw(Game1.LightManager.LightMap, Vector2.Zero, Color.White);
spriteBatch.End();
}
//----------------------------------------------------------------------------------------
//3. draw the sections of the map that are on top of the water
//----------------------------------------------------------------------------------------
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend, SamplerState.LinearWrap,
null, null, null,
cam.Transform);
Submarine.DrawFront(spriteBatch);
foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
if (Game1.GameSession != null && Game1.GameSession.Level != null)
{
Game1.GameSession.Level.Draw(spriteBatch);
//Game1.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
}
spriteBatch.End();
Game1.LightManager.DrawLOS(graphics, cam, LightManager.ViewPos);
}
}
}