Files
LuaCsForBarotraumaEP/Subsurface/Source/Screens/GameScreen.cs

321 lines
12 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Barotrauma.Lights;
using System.Diagnostics;
namespace Barotrauma
{
class GameScreen : Screen
{
Camera cam;
readonly RenderTarget2D renderTarget;
readonly RenderTarget2D renderTargetWater;
readonly RenderTarget2D renderTargetAir;
readonly Sprite background, backgroundTop;
readonly Texture2D dustParticles;
Vector2 dustOffset;
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, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
background = new Sprite("Content/Map/background.png", Vector2.Zero);
backgroundTop = new Sprite("Content/Map/background2.png", Vector2.Zero);
dustParticles = Sprite.LoadTexture("Content/Map/dustparticles.png");
BackgroundSpriteManager = new BackgroundSpriteManager("Content/BackgroundSprites/BackgroundSpritePrefabs.xml");
}
public override void Select()
{
base.Select();
foreach (MapEntity entity in MapEntity.mapEntityList)
entity.IsHighlighted = false;
}
public override void Deselect()
{
base.Deselect();
Sounds.SoundManager.LowPassHFGain = 1.0f;
}
/// <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;
#if DEBUG
if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != 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;
GameMain.GameSession.Submarine.ApplyForce(targetMovement * 100000.0f);
}
#endif
//dustOffset -= Vector2.UnitY * 100.0f * (float)deltaTime;
if (GameMain.GameSession!=null) GameMain.GameSession.Update((float)deltaTime);
//EventManager.Update(gameTime);
Character.UpdateAll(cam, (float)deltaTime);
BackgroundSpriteManager.Update(cam, (float)deltaTime);
GameMain.ParticleManager.Update((float)deltaTime);
StatusEffect.UpdateAll((float)deltaTime);
Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 4);
//Physics.accumulator = Physics.step;
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(cam, (float)Physics.step);
if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine!=null)
{
GameMain.GameSession.Submarine.Update((float)Physics.step);
}
GameMain.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;
cam.UpdateTransform();
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 (GameMain.GameSession != null) GameMain.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)
{
GameMain.LightManager.UpdateLightMap(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.AlphaBlend, SamplerState.LinearWrap);
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(GameMain.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(GameMain.GraphicsWidth, Math.Min(-backgroundPos.Y, GameMain.GraphicsHeight)),
Vector2.Zero, Color.White);
}
}
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend,
SamplerState.LinearWrap, null, null, null,
cam.Transform);
BackgroundSpriteManager.Draw(spriteBatch);
backgroundPos = new Vector2(cam.WorldView.X, cam.WorldView.Y);
if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
Rectangle viewRect = cam.WorldView;
viewRect.Y = -viewRect.Y;
float multiplier = 0.8f;
for (int i = 1; i < 3; i++)
{
spriteBatch.Draw(dustParticles, viewRect,
new Rectangle((int)((backgroundPos.X * multiplier)), (int)((-backgroundPos.Y * multiplier)), cam.WorldView.Width, cam.WorldView.Height),
Color.LightGray * multiplier, 0.0f, Vector2.Zero, SpriteEffects.None, 1.0f-multiplier);
multiplier -= 0.15f;
}
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();
GameMain.LightManager.DrawLightMap(spriteBatch, cam);
//----------------------------------------------------------------------------------------
//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, GameMain.GraphicsWidth, GameMain.GraphicsHeight), new Color(0.75f, 0.8f, 0.9f, 1.0f));
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.AlphaBlend,
null, DepthStencilState.DepthRead, null, null,
cam.Transform);
GameMain.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, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.AlphaBlend,
null, DepthStencilState.DepthRead, null, null,
cam.Transform);
GameMain.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 (GameMain.GameSession != null && GameMain.GameSession.Level != null)
{
GameMain.GameSession.Level.Render(graphics, cam);
GameMain.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
}
//----------------------------------------------------------------------------------------
//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);
foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
Submarine.DrawFront(spriteBatch);
if (Level.Loaded!=null) Level.Loaded.Draw(spriteBatch);
spriteBatch.End();
GameMain.LightManager.DrawLOS(graphics, cam, LightManager.ViewPos);
}
}
}