Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/BackgroundSprite/BackgroundSprite.cs

219 lines
6.0 KiB
C#

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 Barotrauma
{
class BackgroundSprite : ISteerable
{
const float MaxDepth = 100.0f;
const float CheckWallsInterval = 5.0f;
public bool Enabled;
private BackgroundSpritePrefab prefab;
private Vector2 position;
private Vector3 velocity;
private float depth;
private SteeringManager steeringManager;
private float checkWallsTimer;
public Swarm Swarm;
Vector2 drawPosition;
public Vector2 TransformedPosition
{
get { return drawPosition; }
}
public Vector2 SimPosition
{
get { return position; }
}
public Vector2 Velocity
{
get { return new Vector2(velocity.X, velocity.Y); }
}
public Vector2 Steering
{
get;
set;
}
public BackgroundSprite(BackgroundSpritePrefab prefab, Vector2 position)
{
this.prefab = prefab;
this.position = position;
drawPosition = position + Level.Loaded.Position;
steeringManager = new SteeringManager(this);
velocity = new Vector3(
Rand.Range(-prefab.Speed, prefab.Speed),
Rand.Range(-prefab.Speed, prefab.Speed),
Rand.Range(0.0f, prefab.WanderZAmount));
}
float ang;
Vector2 obstacleDiff;
public void Update(float deltaTime)
{
position += new Vector2(velocity.X, velocity.Y) * deltaTime;
depth = MathHelper.Clamp(depth + velocity.Z * deltaTime, 0.0f, MaxDepth);
checkWallsTimer -= deltaTime;
if (checkWallsTimer<=0.0f && Level.Loaded!=null)
{
checkWallsTimer = CheckWallsInterval;
obstacleDiff = Vector2.Zero;
var cells = Level.Loaded.GetCells(position, 1);
if (cells.Count > 0)
{
foreach (Voronoi2.VoronoiCell cell in cells)
{
obstacleDiff += cell.Center - position;
}
obstacleDiff = Vector2.Normalize(obstacleDiff) * prefab.Speed;
}
}
if (Swarm!=null)
{
Vector2 midPoint = Swarm.MidPoint();
float midPointDist = Vector2.Distance(position, midPoint);
//steeringManager.SteeringSeek(midPoint + Swarm.AvgVelocity()*1000.0f, prefab.Speed*0.1f);
//float avgWanderAngle = 0.0f;
//foreach (var other in Swarm.Members)
//{
// avgWanderAngle += other.steeringManager.WanderAngle;
//}
//avgWanderAngle /= Swarm.Members.Count;
//steeringManager.WanderAngle = MathHelper.Lerp(steeringManager.WanderAngle, avgWanderAngle, 0.1f);
if (midPointDist > Swarm.MaxDistance)
{
steeringManager.SteeringSeek(midPoint, (midPointDist / Swarm.MaxDistance) * prefab.Speed);
}
}
if (prefab.WanderAmount > 0.0f)
{
steeringManager.SteeringWander(prefab.Speed);
}
if (obstacleDiff != Vector2.Zero)
{
steeringManager.SteeringSeek(-obstacleDiff, prefab.Speed);
}
steeringManager.Update(prefab.Speed);
if (prefab.WanderZAmount>0.0f)
{
ang += Rand.Range(-prefab.WanderZAmount, prefab.WanderZAmount);
velocity.Z = (float)Math.Sin(ang)*prefab.Speed;
}
velocity = Vector3.Lerp(velocity, new Vector3(Steering.X, Steering.Y, velocity.Z), deltaTime);
}
public void Draw(SpriteBatch spriteBatch)
{
float rotation = 0.0f;
if (!prefab.DisableRotation)
{
rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y));
if (velocity.X < 0.0f) rotation -= MathHelper.Pi;
}
if (Level.Loaded != null) drawPosition = position + Level.Loaded.Position;
if (depth > 0.0f)
{
Vector2 camOffset = drawPosition - GameMain.GameScreen.Cam.WorldViewCenter;
drawPosition = drawPosition - camOffset * (depth / MaxDepth) * 0.05f;
}
prefab.Sprite.Draw(spriteBatch, new Vector2(drawPosition.X, -drawPosition.Y), Color.Lerp(Color.White, Color.DarkBlue, (depth/MaxDepth)*0.3f),
rotation, 1.0f - (depth / MaxDepth) * 0.2f, velocity.X > 0.0f ? SpriteEffects.None : SpriteEffects.FlipHorizontally, (depth / MaxDepth));
}
}
class Swarm
{
public List<BackgroundSprite> Members;
public readonly float MaxDistance;
public Vector2 MidPoint()
{
if (Members.Count == 0) return Vector2.Zero;
Vector2 midPoint = Vector2.Zero;
foreach (BackgroundSprite member in Members)
{
midPoint += member.SimPosition;
}
midPoint /= Members.Count;
return midPoint;
}
public Vector2 AvgVelocity()
{
if (Members.Count == 0) return Vector2.Zero;
Vector2 avgVel = Vector2.Zero;
foreach (BackgroundSprite member in Members)
{
avgVel += member.Velocity;
}
avgVel /= Members.Count;
return avgVel;
}
public Swarm(List<BackgroundSprite> members, float maxDistance)
{
this.Members = members;
this.MaxDistance = maxDistance;
foreach (BackgroundSprite bgSprite in members)
{
bgSprite.Swarm = this;
}
}
}
}