public void update(GameTime gameTime) { if (!_paused || _singleStep) { LevelSystem levelSystem = _systemManager.getSystem(SystemType.Level) as LevelSystem; if (levelSystem.finalized) { string levelUid = LevelSystem.currentLevelUid; List <int> dynamiteEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.Dynamite); List <int> explosionEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.Explosion); List <int> debrisEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.Debris); // Dynamite entities for (int i = 0; i < dynamiteEntities.Count; i++) { DynamiteComponent dynamiteComponent = (DynamiteComponent)_entityManager.getComponent(levelUid, dynamiteEntities[i], ComponentType.Dynamite); if (dynamiteComponent.timeToLive > 0) { dynamiteComponent.timeToLive--; } else { explodeDynamite(levelUid, dynamiteEntities[i], dynamiteComponent); } } // Explosion entities -- Explosion contact logic is handled by the PhysicsSystem's contact listeners. This just removes them, since they only should exist for 1 frame for (int i = 0; i < explosionEntities.Count; i++) { PhysicsComponent physicsComponent = (PhysicsComponent)_entityManager.getComponent(levelUid, explosionEntities[i], ComponentType.Physics); physicsComponent.body.World.RemoveBody(physicsComponent.body); _entityManager.killEntity(levelUid, explosionEntities[i]); } // Break fixtures and create debris for (int i = 0; i < _debrisToCreate.Count; i++) { Fixture fixture = _debrisToCreate[i].fixture; if (fixture.Shape != null) { int entityId = (int)fixture.Body.UserData; PrimitivesRenderComponent primitiveRenderComponent = (PrimitivesRenderComponent)_entityManager.getComponent(levelUid, entityId, ComponentType.PrimitivesRender); PrimitiveRenderObject primitiveRenderObject = primitiveRenderComponent.primitiveRenderObjects[0]; RenderableTriangle triangleToRemove = null; for (int j = 0; j < primitiveRenderObject.renderableTriangles.Count; j++) { if (primitiveRenderObject.renderableTriangles[j].fixture == fixture) { triangleToRemove = primitiveRenderObject.renderableTriangles[j]; break; } } if (triangleToRemove != null) { primitiveRenderObject.renderableTriangles.Remove(triangleToRemove); } _entityManager.factory.createDebris(levelUid, fixture, _debrisToCreate[i].force, _debrisToCreate[i].timeToLive, triangleToRemove, primitiveRenderObject.texture, primitiveRenderObject.layerDepth); fixture.Body.DestroyFixture(fixture); } } _debrisToCreate.Clear(); // Debris for (int i = 0; i < debrisEntities.Count; i++) { DebrisComponent debrisComponent = (DebrisComponent)_entityManager.getComponent(levelUid, debrisEntities[i], ComponentType.Debris); debrisComponent.timeToLive--; if (debrisComponent.restitutionCount < DebrisComponent.RESTITUTION_RESTORE_COUNT) { debrisComponent.fixture.Restitution = debrisComponent.fixture.Restitution + debrisComponent.restitutionIncrement; } if (debrisComponent.timeToLive < 0) { killDebris(levelUid, debrisEntities[i]); } } } } _singleStep = false; }
// draw public void draw(GameTime gameTime) { string levelUid = LevelSystem.currentLevelUid; FluidSystem fluidSystem = (FluidSystem)_systemManager.getSystem(SystemType.Fluid); List <int> primitiveRenderEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.PrimitivesRender); List <int> ropeEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.Rope); List <int> characterRenderEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.CharacterRender); List <int> characterMovementEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.CharacterMovement); List <int> treeEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.Tree); List <int> aimEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.Aim); List <int> explosionEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.Explosion); List <RopeGrabComponent> ropeGrabComponents = _entityManager.getComponents <RopeGrabComponent>(levelUid, ComponentType.RopeGrab); List <TooltipComponent> tooltipComponents = _entityManager.getComponents <TooltipComponent>(levelUid, ComponentType.Tooltip); Vector2 screenCenter = _cameraSystem.screenCenter; // Temporary debug draw if (LoderGame.debug) { Vector2 debugOffset = new Vector2(0f, 5f); _graphicsDevice.SetRenderTarget(_debugFluid); _graphicsDevice.Clear(Color.Black); _spriteBatch.Begin(); // Cells foreach (KeyValuePair <int, Dictionary <int, List <int> > > row1Pair in fluidSystem.fluidGrid) { foreach (KeyValuePair <int, List <int> > row2Pair in row1Pair.Value) { int gridSize = (int)(FluidSystem.CELL_SPACING * scale) - 1; Vector2 position = new Vector2((float)row1Pair.Key * FluidSystem.CELL_SPACING, (float)row2Pair.Key * FluidSystem.CELL_SPACING); _spriteBatch.Draw(_pixel, (position - debugOffset) * scale + _halfScreen, new Rectangle(0, 0, gridSize, gridSize), Color.DarkBlue, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f); } } // Particle pressures for (int i = 0; i < FluidSystem.MAX_PARTICLES; i++) { Particle particle = fluidSystem.liquid[i]; _spriteBatch.Draw(_pixel, (particle.position - debugOffset) * scale + _halfScreen, new Rectangle(0, 0, 16, 16), Color.Red * 0.5f, 0f, new Vector2(8, 8), Math.Abs(particle.pressure) / FluidSystem.MAX_PRESSURE, SpriteEffects.None, 0f); } // Particle near pressures for (int i = 0; i < FluidSystem.MAX_PARTICLES; i++) { Particle particle = fluidSystem.liquid[i]; _spriteBatch.Draw(_pixel, (particle.position - debugOffset) * scale + _halfScreen, new Rectangle(0, 0, 16, 16), Color.Orange * 0.5f, 0f, new Vector2(8, 8), Math.Abs(particle.pressureNear) / FluidSystem.MAX_PRESSURE_NEAR, SpriteEffects.None, 0f); } // Particle positions for (int i = 0; i < FluidSystem.MAX_PARTICLES; i++) { Particle particle = fluidSystem.liquid[i]; Color color = particle.active ? Color.White : Color.DarkGray; _spriteBatch.Draw(_pixel, (particle.position - debugOffset) * scale + _halfScreen, new Rectangle(0, 0, 4, 4), color, 0, new Vector2(2, 2), 1, SpriteEffects.None, 0); } // Simulation AABB Vector2[] vertices = new Vector2[4]; vertices[0] = fluidSystem.simulationAABB.LowerBound; vertices[1] = new Vector2(fluidSystem.simulationAABB.UpperBound.X, fluidSystem.simulationAABB.LowerBound.Y); vertices[2] = fluidSystem.simulationAABB.UpperBound; vertices[3] = new Vector2(fluidSystem.simulationAABB.LowerBound.X, fluidSystem.simulationAABB.UpperBound.Y); for (int i = 0; i < 4; i++) { Vector2 a = vertices[i]; Vector2 b = vertices[i == 3 ? 0 : i + 1]; Vector2 relative = b - a; float angle = (float)Math.Atan2(relative.Y, relative.X); Rectangle rect = new Rectangle(0, 0, (int)(relative.Length() * scale), 2); _spriteBatch.Draw(_pixel, (a - debugOffset) * scale + _halfScreen, rect, Color.Lime, angle, new Vector2(0, 1), 1f, SpriteEffects.None, 0); } _spriteBatch.End(); _graphicsDevice.SetRenderTarget(null); } // Begin drawing a source for post effects under the player's level _graphicsDevice.SetRenderTarget(_postSourceUnder); _graphicsDevice.Clear(Color.Black); // Draw background if (_backgroundRenderer.background != null) { _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); _backgroundRenderer.drawFirstHalf(); _spriteBatch.End(); } // Begin ordered drawing _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); _halfScreen = new Vector2(_graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height) / 2; _viewMatrix = Matrix.CreateTranslation(new Vector3(-screenCenter, 0)) * Matrix.CreateScale(new Vector3(_scale, -_scale, 1f)); _projectionMatrix = Matrix.CreateOrthographic(_graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height, 0, 1); _primitivesEffect.Parameters["view"].SetValue(_viewMatrix); _primitivesEffect.Parameters["projection"].SetValue(_projectionMatrix); // Primitive rendering for (int i = 0; i < primitiveRenderEntities.Count; i++) { int entityId = primitiveRenderEntities[i]; PrimitivesRenderComponent primitiveRenderComponent = (PrimitivesRenderComponent)_entityManager.getComponent(levelUid, entityId, ComponentType.PrimitivesRender); for (int j = 0; j < primitiveRenderComponent.primitiveRenderObjects.Count; j++) { PrimitiveRenderObject primitiveRenderObject = primitiveRenderComponent.primitiveRenderObjects[j]; PhysicsComponent physicsComponent = (PhysicsComponent)_entityManager.getComponent(levelUid, entityId, ComponentType.Physics); IComponent component; // Update world matrix if (physicsComponent != null) { primitiveRenderObject.worldMatrix = primitiveRenderObject.originMatrix * Matrix.CreateRotationZ(physicsComponent.body.Rotation) * Matrix.CreateTranslation(new Vector3(physicsComponent.body.Position, 0)); } else if (_entityManager.tryGetComponent(levelUid, entityId, ComponentType.FollowMetamer, out component)) { FollowMetamerComponent followMetamerComponent = component as FollowMetamerComponent; primitiveRenderObject.worldMatrix = primitiveRenderObject.originMatrix * Matrix.CreateRotationZ(followMetamerComponent.metamer.currentAngle + StasisMathHelper.halfPi) * Matrix.CreateTranslation(new Vector3(followMetamerComponent.metamer.position, 0)); } // Update vertices primitiveRenderObject.updateVertices(); addRenderablePrimitive(primitiveRenderObject); } } // Rope rendering for (int i = 0; i < ropeEntities.Count; i++) { int entityId = ropeEntities[i]; RopeComponent ropeComponent = _entityManager.getComponent(levelUid, entityId, ComponentType.Rope) as RopeComponent; RopeNode current = ropeComponent.ropeNodeHead; RopeNode head = current; RopeNode tail = head.tail; Vector2 position; float muIncrement = 1f / (float)ropeComponent.interpolationCount; while (current != null) { float mu = 0f; for (int j = 0; j < ropeComponent.interpolationCount; j++) { Texture2D texture = current.ropeNodeTextures[j].texture; Vector2 a; Vector2 b = current.body.GetWorldPoint(new Vector2(current.halfLength, 0)); Vector2 c = current.body.GetWorldPoint(new Vector2(-current.halfLength, 0)); Vector2 d; // Determine a's position if (current.previous == null) { a = b + (b - c); } else { a = current.previous.body.GetWorldPoint(new Vector2(current.halfLength, 0)); } // Determine d's position if (current.next == null) { d = c + (c - b); } else { d = current.next.body.GetWorldPoint(new Vector2(-current.halfLength, 0)); } StasisMathHelper.interpolate(ref a, ref b, ref c, ref d, mu, out position); _spriteBatch.Draw(texture, (position - screenCenter) * _scale + _halfScreen, texture.Bounds, Color.White, current.body.Rotation + current.ropeNodeTextures[j].angleOffset, current.ropeNodeTextures[j].center, 1f, SpriteEffects.None, 0.1f); mu += muIncrement; } current = current.next; } } // Character rendering for (int i = 0; i < characterRenderEntities.Count; i++) { PhysicsComponent physicsComponent = (PhysicsComponent)_entityManager.getComponent(levelUid, characterRenderEntities[i], ComponentType.Physics); CharacterRenderComponent characterRenderComponent = _entityManager.getComponent(levelUid, characterRenderEntities[i], ComponentType.CharacterRender) as CharacterRenderComponent; Vector2 offset; Texture2D texture = _animationManager.getTexture(characterRenderComponent.character, characterRenderComponent.animation, characterRenderComponent.currentFrame, out offset); _spriteBatch.Draw(texture, (physicsComponent.body.Position - screenCenter) * _scale + _halfScreen, texture.Bounds, Color.White, 0, offset, 1f, SpriteEffects.None, 0.05f); } /* * for (int i = 0; i < characterMovementEntities.Count; i++) * { * PhysicsComponent physicsComponent = (PhysicsComponent)_entityManager.getComponent(levelUid, characterMovementEntities[i], ComponentType.Physics); * CharacterMovementComponent characterMovementComponent = (CharacterMovementComponent)_entityManager.getComponent(levelUid, characterMovementEntities[i], ComponentType.CharacterMovement); * Vector2 movementUnitVector = characterMovementComponent.movementUnitVector; * Rectangle source = new Rectangle(0, 0, (int)(movementUnitVector.Length() * _scale), 2); * float angle = (float)Math.Atan2(movementUnitVector.Y, movementUnitVector.X); * * _spriteBatch.Draw(_pixel, (physicsComponent.body.Position - screenCenter) * _scale + _halfScreen, source, Color.Yellow, angle, new Vector2(0, 1), 1f, SpriteEffects.None, 0); * }*/ // Tree _primitivesEffect.Parameters["world"].SetValue(Matrix.Identity); for (int i = 0; i < treeEntities.Count; i++) { TreeComponent treeComponent = _entityManager.getComponent(levelUid, treeEntities[i], ComponentType.Tree) as TreeComponent; if (treeComponent.tree.active) { addRenderablePrimitive(treeComponent.tree); treeComponent.tree.rootMetamer.draw(this); } } drawRenderablePrimitives(); // Rope grab components (TEMPORARY) for (int i = 0; i < ropeGrabComponents.Count; i++) { foreach (KeyValuePair <Body, RevoluteJoint> pair in ropeGrabComponents[i].joints) { Vector2 pointA = pair.Value.BodyA.Position; Vector2 pointB = pair.Value.BodyB.Position; Vector2 relative = pointB - pointA; float angle = (float)Math.Atan2(relative.Y, relative.X); _spriteBatch.Draw(_pixel, (pointA - screenCenter) * _scale + _halfScreen, new Rectangle(0, 0, (int)(relative.Length() * _scale), 2), Color.Green, angle, new Vector2(0, 1), 1f, SpriteEffects.None, 0f); } } // Draw explosions (TEMPORARY) for (int i = 0; i < explosionEntities.Count; i++) { ExplosionComponent explosionComponent = (ExplosionComponent)_entityManager.getComponent(levelUid, explosionEntities[i], ComponentType.Explosion); _spriteBatch.Draw(_circle, (explosionComponent.position - screenCenter) * _scale + _halfScreen, _circle.Bounds, Color.Red, 0f, new Vector2(_circle.Width, _circle.Height) / 2f, ((explosionComponent.radius * _scale) / (_circle.Width / 2f)), SpriteEffects.None, 0f); } // Aim components for (int i = 0; i < aimEntities.Count; i++) { AimComponent aimComponent = (AimComponent)_entityManager.getComponent(levelUid, aimEntities[i], ComponentType.Aim); Vector2 worldPosition = (_entityManager.getComponent(levelUid, aimEntities[i], ComponentType.WorldPosition) as WorldPositionComponent).position; float length = aimComponent.length; _spriteBatch.Draw(_reticle, (worldPosition - screenCenter + new Vector2((float)Math.Cos(aimComponent.angle), (float)Math.Sin(aimComponent.angle)) * length) * _scale + _halfScreen, _reticle.Bounds, Color.Red, aimComponent.angle, new Vector2(_reticle.Width, _reticle.Height) / 2f, 1f, SpriteEffects.None, 0f); } _spriteBatch.End(); // Begin drawing source for post effects over the player's layer _graphicsDevice.SetRenderTarget(_postSourceOver); _graphicsDevice.Clear(Color.Transparent); _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); // Draw background's second half if (_backgroundRenderer.background != null) { _backgroundRenderer.drawSecondHalf(); } // Draw tooltips for (int i = 0; i < tooltipComponents.Count; i++) { TooltipComponent tooltip = tooltipComponents[i]; if (tooltip.draw) { Vector2 tooltipPosition = (tooltip.position - screenCenter) * _scale + _halfScreen - new Vector2(0, 50f); _spriteBatch.DrawString(_tooltipFont, tooltip.message, tooltipPosition + new Vector2(2, 2), Color.Black, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.0001f); _spriteBatch.DrawString(_tooltipFont, tooltip.message, tooltipPosition, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f); tooltip.draw = false; } } _spriteBatch.End(); _graphicsDevice.SetRenderTarget(null); _graphicsDevice.Clear(Color.Transparent); // Render fluid _graphicsDevice.SetRenderTarget(_fluidRenderTarget); _graphicsDevice.Clear(Color.Transparent); spriteBatch.Begin(); int limit = fluidSystem.numActiveParticles; for (int i = 0; i < limit; i++) { // Current particle Particle particle = fluidSystem.liquid[fluidSystem.activeParticles[i]]; Color color = new Color(1, particle.velocity.X < 0 ? -particle.velocity.X : particle.velocity.X, particle.velocity.Y < 0 ? -particle.velocity.Y : particle.velocity.Y); spriteBatch.Draw(_fluidParticleTexture, (particle.position - _cameraSystem.screenCenter) * scale + _halfScreen, _fluidParticleTexture.Bounds, color, 0, new Vector2(16, 16), 1, SpriteEffects.None, 0); } spriteBatch.End(); _graphicsDevice.SetRenderTarget(_renderedFluid); _graphicsDevice.Clear(Color.Transparent); // Draw post-processed render target to screen _graphicsDevice.Textures[1] = _postSourceUnder; _fluidEffect.Parameters["renderSize"].SetValue(new Vector2(_renderedFluid.Width, _renderedFluid.Height)); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, null, null, _fluidEffect); spriteBatch.Draw(_fluidRenderTarget, Vector2.Zero, Color.DarkBlue); spriteBatch.End(); _graphicsDevice.SetRenderTarget(null); // Draw post source under and over _spriteBatch.Begin(); _spriteBatch.Draw(_postSourceUnder, _postSourceUnder.Bounds, Color.White); _spriteBatch.End(); // Draw fluid if (fluidSystem != null) { _spriteBatch.Begin(); _spriteBatch.Draw(_renderedFluid, _renderedFluid.Bounds, Color.White); _spriteBatch.End(); } _spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); _spriteBatch.Draw(_postSourceOver, _postSourceOver.Bounds, Color.White); _spriteBatch.End(); // Particle debug if (LoderGame.debug) { _spriteBatch.Begin(); _spriteBatch.Draw(_debugFluid, Vector2.Zero, _debugFluid.Bounds, Color.White, 0f, Vector2.Zero, _enlargeDebugFuild ? 1f : 0.25f, SpriteEffects.None, 0f); _spriteBatch.End(); /* * _spriteBatch.Begin(); * int limit = fluidSystem.numActiveParticles; * for (int i = 0; i < limit; i++) * { * // Current particle * Particle particle = fluidSystem.liquid[fluidSystem.activeParticles[i]]; * spriteBatch.Draw(_pixel, (particle.position - _cameraSystem.screenCenter) * scale + _halfScreen, new Rectangle(0, 0, 2, 2), Color.White, 0, new Vector2(1, 1), 1, SpriteEffects.None, 0); * } * _spriteBatch.End(); */ } // AI Wander Behavior debug if (LoderGame.debug) { AIBehaviorSystem aiBehaviorSystem = _systemManager.getSystem(SystemType.AIBehavior) as AIBehaviorSystem; List <int> wanderBehaviorEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.AIWanderBehavior); for (int i = 0; i < wanderBehaviorEntities.Count; i++) { AIWanderBehaviorComponent wanderComponent = _entityManager.getComponent(levelUid, wanderBehaviorEntities[i], ComponentType.AIWanderBehavior) as AIWanderBehaviorComponent; List <WaypointsComponent> waypointsComponents = _entityManager.getComponents <WaypointsComponent>(levelUid, ComponentType.Waypoints); if (waypointsComponents.Count > 0) { WaypointsComponent waypointsComponent = aiBehaviorSystem.getWaypointsComponent(wanderComponent.waypointsUid, waypointsComponents); Vector2 waypointPosition = waypointsComponent.waypoints[wanderComponent.currentWaypointIndex]; _spriteBatch.Begin(); _spriteBatch.Draw(_circle, (waypointPosition - screenCenter) * _scale + _halfScreen, _circle.Bounds, Color.Red, 0f, new Vector2(_circle.Width, _circle.Height) / 2f, 0.02f, SpriteEffects.None, 0f); _spriteBatch.End(); } } } }