336 lines
13 KiB
C#
336 lines
13 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Barotrauma.Lights;
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using System.Diagnostics;
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namespace Barotrauma
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{
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class GameScreen : Screen
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{
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Camera cam;
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readonly RenderTarget2D renderTarget;
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readonly RenderTarget2D renderTargetWater;
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readonly RenderTarget2D renderTargetAir;
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public BackgroundCreatureManager BackgroundCreatureManager;
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public Camera Cam
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{
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get { return cam; }
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}
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public GameScreen(GraphicsDevice graphics)
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{
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cam = new Camera();
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cam.Translate(new Vector2(-10.0f, 50.0f));
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renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
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}
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public override void Select()
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{
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base.Select();
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if (Character.Controlled!=null)
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{
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cam.Position = Character.Controlled.WorldPosition;
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}
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else if (Submarine.Loaded != null)
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{
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cam.Position = Submarine.Loaded.WorldPosition;
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}
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foreach (MapEntity entity in MapEntity.mapEntityList)
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entity.IsHighlighted = false;
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}
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public override void Deselect()
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{
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base.Deselect();
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Sounds.SoundManager.LowPassHFGain = 1.0f;
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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public override void Update(double deltaTime)
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{
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//the accumulator code is based on this article:
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//http://gafferongames.com/game-physics/fix-your-timestep/
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Physics.accumulator += deltaTime;
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#if DEBUG
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null)
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{
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Vector2 targetMovement = Vector2.Zero;
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if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
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if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
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if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
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if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
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GameMain.GameSession.Submarine.ApplyForce(targetMovement * 100000.0f);
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}
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#endif
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if (GameMain.GameSession!=null) GameMain.GameSession.Update((float)deltaTime);
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//EventManager.Update(gameTime);
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if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
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Character.UpdateAll(cam, (float)deltaTime);
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BackgroundCreatureManager.Update(cam, (float)deltaTime);
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GameMain.ParticleManager.Update((float)deltaTime);
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StatusEffect.UpdateAll((float)deltaTime);
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Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 6);
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//Physics.accumulator = Physics.step;
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while (Physics.accumulator >= Physics.step)
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{
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if (Character.Controlled != null && Lights.LightManager.ViewTarget != null)
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{
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cam.TargetPos = Lights.LightManager.ViewTarget.WorldPosition;
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//Lights.LightManager.ViewPos = Character.Controlled.WorldPosition;
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}
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cam.MoveCamera((float)Physics.step);
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if (Submarine.Loaded != null) Submarine.Loaded.SetPrevTransform(Submarine.Loaded.Position);
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foreach (PhysicsBody pb in PhysicsBody.list)
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{
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pb.SetPrevTransform(pb.SimPosition, pb.Rotation);
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}
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MapEntity.UpdateAll(cam, (float)Physics.step);
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Character.UpdateAnimAll((float)Physics.step);
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Ragdoll.UpdateAll(cam, (float)Physics.step);
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine!=null)
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{
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GameMain.GameSession.Submarine.Update((float)Physics.step);
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}
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GameMain.World.Step((float)Physics.step);
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//Level.AfterWorldStep();
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Physics.accumulator -= Physics.step;
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}
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Physics.Alpha = Physics.accumulator / Physics.step;
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}
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public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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cam.UpdateTransform();
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DrawMap(graphics, spriteBatch);
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spriteBatch.Begin();
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if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
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{
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if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
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{
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Character.Controlled.SelectedConstruction.DrawHUD(spriteBatch, Character.Controlled);
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}
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else if (!Character.Controlled.SelectedConstruction.IsInPickRange(Character.Controlled.WorldPosition))
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{
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Character.Controlled.SelectedConstruction = null;
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}
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}
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if (Character.Controlled != null && cam != null) Character.Controlled.DrawHUD(spriteBatch, cam);
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if (GameMain.GameSession != null) GameMain.GameSession.Draw(spriteBatch);
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if (Character.Controlled == null && Submarine.Loaded != null) DrawSubmarineIndicator(spriteBatch, Submarine.Loaded);
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GUI.Draw((float)deltaTime, spriteBatch, cam);
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if (!PlayerInput.LeftButtonHeld()) Inventory.draggingItem = null;
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spriteBatch.End();
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}
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public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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if (Submarine.Loaded != null) Submarine.Loaded.UpdateTransform();
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GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision;
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GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
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if (Character.Controlled != null)
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{
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GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled.CursorWorldPosition);
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}
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//----------------------------------------------------------------------------------------
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//1. draw the background, characters and the parts of the submarine that are behind them
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//----------------------------------------------------------------------------------------
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graphics.SetRenderTarget(renderTarget);
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if (Level.Loaded == null)
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{
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graphics.Clear(new Color(11, 18, 26, 255));
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}
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else
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{
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Level.Loaded.DrawBack(graphics, spriteBatch, cam, BackgroundCreatureManager);
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}
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend,
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null, null, null, null,
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cam.Transform);
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Submarine.DrawBack(spriteBatch);
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foreach (Character c in Character.CharacterList) c.Draw(spriteBatch);
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spriteBatch.End();
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GameMain.LightManager.DrawLightMap(spriteBatch, cam);
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//----------------------------------------------------------------------------------------
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//draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater
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graphics.SetRenderTarget(renderTargetWater);
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Opaque);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), new Color(0.75f, 0.8f, 0.9f, 1.0f));
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spriteBatch.End();
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.NonPremultiplied,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, true, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Additive,
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null, DepthStencilState.Default, null, null,
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cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, true, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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//----------------------------------------------------------------------------------------
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//draw the rendertarget and particles that are only supposed to be drawn in air into renderTargetAir
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graphics.SetRenderTarget(renderTargetAir);
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Opaque);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.NonPremultiplied,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Additive,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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graphics.SetRenderTarget(null);
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//----------------------------------------------------------------------------------------
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//2. pass the renderTarget to the water shader to do the water effect
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//----------------------------------------------------------------------------------------
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Hull.renderer.RenderBack(spriteBatch, renderTargetWater);
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Array.Clear(Hull.renderer.vertices, 0, Hull.renderer.vertices.Length);
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Hull.renderer.PositionInBuffer = 0;
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foreach (Hull hull in Hull.hullList)
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{
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hull.Render(graphics, cam);
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}
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Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
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//----------------------------------------------------------------------------------------
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//3. draw the sections of the map that are on top of the water
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//----------------------------------------------------------------------------------------
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend, SamplerState.LinearWrap,
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null, null, null,
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cam.Transform);
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foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
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Submarine.DrawFront(spriteBatch);
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if (Level.Loaded!=null) Level.Loaded.DrawFront(spriteBatch);
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spriteBatch.End();
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GameMain.LightManager.DrawLOS(graphics, spriteBatch, cam);
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}
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private void DrawSubmarineIndicator(SpriteBatch spriteBatch, Submarine submarine)
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{
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Vector2 subDiff = submarine.WorldPosition - cam.Position;
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if (Math.Abs(subDiff.X) > cam.WorldView.Width || Math.Abs(subDiff.Y) > cam.WorldView.Height)
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{
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Vector2 normalizedSubDiff = Vector2.Normalize(subDiff);
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Vector2 iconPos =
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cam.WorldToScreen(cam.Position) +
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new Vector2(normalizedSubDiff.X * GameMain.GraphicsWidth * 0.4f, -normalizedSubDiff.Y * GameMain.GraphicsHeight * 0.4f);
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GUI.SubmarineIcon.Draw(spriteBatch, iconPos, Color.LightBlue * 0.5f);
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Vector2 arrowOffset = normalizedSubDiff * GUI.SubmarineIcon.size.X * 0.7f;
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arrowOffset.Y = -arrowOffset.Y;
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GUI.Arrow.Draw(spriteBatch, iconPos + arrowOffset, Color.LightBlue * 0.5f, MathUtils.VectorToAngle(arrowOffset) + MathHelper.PiOver2);
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}
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}
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}
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}
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