Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Map/Levels/Level.cs
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00

60 lines
1.9 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Common;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Factories;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Linq;
using System.Collections.Generic;
using System.Diagnostics;
using Voronoi2;
using Barotrauma.RuinGeneration;
namespace Barotrauma
{
partial class Level
{
private LevelRenderer renderer;
public void DrawFront(SpriteBatch spriteBatch)
{
if (renderer == null) return;
renderer.Draw(spriteBatch);
if (GameMain.DebugDraw)
{
foreach (InterestingPosition pos in positionsOfInterest)
{
Color color = Color.Yellow;
if (pos.PositionType == PositionType.Cave)
{
color = Color.DarkOrange;
}
else if (pos.PositionType == PositionType.Ruin)
{
color = Color.LightGray;
}
GUI.DrawRectangle(spriteBatch, new Vector2(pos.Position.X - 15.0f, -pos.Position.Y - 15.0f), new Vector2(30.0f, 30.0f), color, true);
}
}
}
public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
{
float brightness = MathHelper.Clamp(50.0f + (cam.Position.Y - Size.Y) / 2000.0f, 10.0f, 40.0f);
float avgValue = (backgroundColor.R + backgroundColor.G + backgroundColor.G) / 3;
GameMain.LightManager.AmbientLight = new Color(backgroundColor * (brightness / avgValue), 1.0f);
graphics.Clear(backgroundColor);
if (renderer == null) return;
renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager);
}
}
}