Example #1
0
        public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor)
        {
            if (WeaverNPC == null)
            {
                return(false);
            }

            Texture2D ripple = mod.GetTexture("Effects/Ripple");

            //Draw trail when returning to npc
            for (int i = 0; i < TrailLength; i++)
            {
                Vector2 position = projectile.oldPos[i] + projectile.Size / 2;
                float   rotation = projectile.oldRot[i];
                float   scale    = (TrailLength - i) / (float)TrailLength;
                float   opacity  = TrailProgress * scale;

                spriteBatch.Draw(ripple, position - Main.screenPosition, null, projectile.GetAlpha(Color.Red) * TrailProgress, 0, ripple.Size() / 2, 1.5f * scale, SpriteEffects.None, 0);

                spriteBatch.Draw(Main.projectileTexture[projectile.type], position - Main.screenPosition, projectile.DrawFrame(), projectile.GetAlpha(Color.Lerp(lightColor, Color.White, 0.5f)) * opacity,
                                 rotation, projectile.DrawFrame().Size() / 2, projectile.scale * scale, SpriteEffects.None, 0);

                spriteBatch.Draw(ModContent.GetTexture(Texture + "_glowRed"), position - Main.screenPosition, projectile.DrawFrame(), projectile.GetAlpha(Color.White) * opacity,
                                 rotation, projectile.DrawFrame().Size() / 2, projectile.scale * scale, SpriteEffects.None, 0);
            }

            spriteBatch.Draw(ripple, projectile.Center - Main.screenPosition, null, projectile.GetAlpha(Color.Red) * TrailProgress, 0, ripple.Size() / 2, 1.5f, SpriteEffects.None, 0);

            Color bloomColor = Color.White;

            bloomColor.A = 0;
            float AttackProgress = StarWeaverNPC.GetBloomIntensity(WeaverNPC);

            //Glowy bloom during parent's starburst attacks
            spriteBatch.Draw(ripple, projectile.Center - Main.screenPosition, null, projectile.GetAlpha(Color.Gold) * (1 - TrailProgress) * AttackProgress, 0,
                             ripple.Size() / 2, 1.5f, SpriteEffects.None, 0);

            SpriteEffects flip = (projectile.spriteDirection < 0) ? SpriteEffects.FlipHorizontally : SpriteEffects.None;

            //Bloom glowmask
            PulseDraw.DrawPulseEffect(PulseDraw.BloomConstant, 12, 12, delegate(Vector2 posOffset, float opacityMod)
            {
                spriteBatch.Draw(ModContent.GetTexture(Texture + "_glow"), projectile.Center - Main.screenPosition + posOffset, projectile.DrawFrame(),
                                 projectile.GetAlpha(bloomColor) * (1 - TrailProgress) * AttackProgress * opacityMod,
                                 projectile.rotation, projectile.DrawFrame().Size() / 2, projectile.scale, flip, 0);
            });

            projectile.QuickDraw(spriteBatch, drawColor: projectile.GetAlpha(Color.Lerp(lightColor, Color.White, 0.5f)));

            Color glowmaskColor = Color.Lerp(Color.White, bloomColor, AttackProgress);

            projectile.QuickDrawGlow(spriteBatch, projectile.GetAlpha(glowmaskColor) * (1 - TrailProgress));
            spriteBatch.Draw(ModContent.GetTexture(Texture + "_glowRed"), projectile.Center - Main.screenPosition, projectile.DrawFrame(), projectile.GetAlpha(Color.White) * TrailProgress,
                             projectile.rotation, projectile.DrawFrame().Size() / 2, projectile.scale, flip, 0);
            return(false);
        }
Example #2
0
        public static void DrawAfterImage(SpriteBatch spriteBatch, Texture2D tex, Vector2 position, Rectangle frame, Vector2 offset, float opacity, float rotation, float scale, Vector2 origin, SpriteEffects effects)
        {
            float baseOpacity = 0.75f;

            PulseDraw.DrawPulseEffect((float)Math.Asin(-0.6f), 12, 35, delegate(Vector2 posOffset, float pulseEffectOpacity)
            {
                spriteBatch.Draw(tex, position + offset + posOffset - Main.screenPosition,
                                 frame, new Color(230, 55, 166) * baseOpacity * opacity * pulseEffectOpacity, rotation, origin, scale, effects, 0f);
            });
        }
        public void AdditiveCall(SpriteBatch sB)
        {
            Texture2D whiteGlow = ModContent.GetTexture(Texture + "_glowWhite");

            Color additiveGlow = _attackGlowColor;

            PulseDraw.DrawPulseEffect(PulseDraw.BloomConstant, 6, 6, delegate(Vector2 posOffset, float opacityMod)
            {
                DrawGlowmask(sB, whiteGlow, posOffset + npc.Center, additiveGlow, opacityMod * _attackGlowStrength * 0.33f);
            });
            DrawGlowmask(sB, whiteGlow, npc.Center, additiveGlow, _attackGlowStrength);
        }
        public override void CustomDraw(SpriteBatch spriteBatch)
        {
            //Draw a bloom underneath the circle
            Texture2D bloom      = SpiritMod.Instance.GetTexture("Effects/Masks/CircleGradient");
            Vector2   drawCenter = Position - Main.screenPosition;
            Vector2   bloomScale = new Vector2(Scale, Scale * (1 - _zRotation));

            bloomScale *= 2.5f;
            Rectangle destRect = new Rectangle((int)(drawCenter.X - (bloomScale.X / 2)), (int)(drawCenter.Y - (bloomScale.Y / 2)), (int)bloomScale.X, (int)bloomScale.Y);

            spriteBatch.Draw(bloom, destRect, Color.Lerp(Color, Color.White, 0.25f) * _opacity * 0.4f);

            //Draw the circle itself
            Effect effect = SpiritMod.Instance.GetEffect("Effects/MagicCircle");

            effect.Parameters["rotation"].SetValue(_rotation);
            Color additiveColor = Color;

            additiveColor.A = 0;
            effect.Parameters["uTexture"].SetValue(ParticleHandler.GetTexture(Type));

            List <SquarePrimitive> primList = new List <SquarePrimitive>();

            PulseDraw.DrawPulseEffect(PulseDraw.BloomConstant, 6, 6, delegate(Vector2 posOffset, float bloomOpacity)
            {
                primList.Add(new SquarePrimitive
                {
                    Color          = additiveColor * _opacity * bloomOpacity * 0.25f,
                    Height         = Scale,
                    Length         = Scale * (1 - _zRotation),
                    Position       = Position - Main.screenPosition + posOffset,
                    Rotation       = _angle,
                    ColorXCoordMod = 1 - _zRotation
                });
            });

            primList.Add(new SquarePrimitive
            {
                Color          = additiveColor * _opacity,
                Height         = Scale,
                Length         = Scale * (1 - _zRotation),
                Position       = Position - Main.screenPosition,
                Rotation       = _angle,
                ColorXCoordMod = 1 - _zRotation
            });

            PrimitiveRenderer.DrawPrimitiveShapeBatched(primList.ToArray(), effect);
        }
Example #5
0
        public void AdditiveCall(SpriteBatch sB)
        {
            //Adjust framing due to secondary column
            Rectangle frame = projectile.DrawFrame();

            void Draw(Vector2 offset, float opacity)
            {
                sB.Draw(Main.projectileTexture[projectile.type], projectile.Center + offset - Main.screenPosition, frame,
                        Color.White * opacity, projectile.rotation, new Vector2(frame.Width * 0.8f, frame.Height * 0.5f), projectile.scale, SpriteEffects.None, 0);
            }

            PulseDraw.DrawPulseEffect((float)Math.Asin(-0.6), 8, 12, delegate(Vector2 posOffset, float opacityMod)
            {
                Draw(posOffset, opacityMod * 0.33f);
            });
            Draw(Vector2.Zero, 1);
        }
        public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor)
        {
            float glowStrength    = 0;
            float glowStrengthMin = 0.1f;

            if (UseProgress < DRAWBACK_TIME)
            {
                glowStrength = EaseFunction.EaseCircularIn.Ease(UseProgress / DRAWBACK_TIME) * glowStrengthMin;                 //Increase strength while drawing back until reaching the minimum
            }
            else
            {
                glowStrength = EaseFunction.EaseCircularOut.Ease((UseProgress - DRAWBACK_TIME) / SWING_TIME); //Make glow strength proportional to progress through the swing
                glowStrength = 1 - (2 * Math.Abs(glowStrength - 0.5f));                                       //Then, use an absolute value function to make it peak in strength midway, rather than the end
                glowStrength = EaseFunction.EaseCircularInOut.Ease(glowStrength);                             //Then smooth it out with an easing function
                DrawTrail(spriteBatch, lightColor, EaseFunction.EaseCircularOut.Ease((UseProgress - DRAWBACK_TIME) / SWING_TIME), Math.Min(glowStrength * 5, 1));

                glowStrength = Math.Max(glowStrength, glowStrengthMin);                 //Finally, if too low, increase it
            }

            Texture2D projGlow      = ModContent.GetTexture(Texture + "_glow");
            Texture2D projMask      = ModContent.GetTexture(Texture + "_mask");
            Color     additiveWhite = new Color(255, 255, 255, 0) * glowStrength;

            void DrawGlow(Texture2D tex, Vector2?offset = null, float opacityMod = 1f) =>              //Use a method for a bit less copy paste
            spriteBatch.Draw(tex, projectile.Center + (offset ?? Vector2.Zero) - Main.screenPosition, null, additiveWhite * opacityMod, projectile.rotation,
                             tex.Size() / 2, projectile.scale, projectile.spriteDirection < 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None, 0);

            //Draw mask behind the sword
            PulseDraw.DrawPulseEffect(PulseDraw.BloomConstant, 6, 10, delegate(Vector2 offset, float opacityMod)
            {
                DrawGlow(projMask, offset, opacityMod * 0.8f);
            });
            DrawGlow(projMask);

            projectile.QuickDraw(spriteBatch);

            //Draw glowmask above the sword
            PulseDraw.DrawPulseEffect(PulseDraw.BloomConstant, 6, 6, delegate(Vector2 offset, float opacityMod)
            {
                DrawGlow(projGlow, offset, opacityMod * 0.66f);
            });
            DrawGlow(projGlow);

            return(false);
        }
        public void DrawAdditiveLayer(SpriteBatch sB)
        {
            Texture2D glowmask = mod.GetTexture(GlowmaskPath);

            if (!CanDraw)
            {
                return;
            }

            SpriteEffects effects = player.direction > 0 ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
            Vector2       offset  = HoldOffset();

            PulseDraw.DrawPulseEffect((float)Math.Asin(-0.6), 8, 12, delegate(Vector2 posOffset, float opacityMod)
            {
                sB.Draw(glowmask, player.itemLocation + posOffset - Main.screenPosition + offset, DrawFrame, Color.White * opacityMod * 0.4f,
                        player.itemRotation, TextureOrigin, player.HeldItem.scale, effects, 0);
            });

            sB.Draw(glowmask, player.itemLocation - Main.screenPosition + offset, DrawFrame, Color.White * 0.7f, player.itemRotation, TextureOrigin, player.HeldItem.scale, effects, 0);
        }
Example #8
0
        public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor)
        {
            Texture2D Mask = ModContent.GetTexture(Texture + "_Glow");

            projectile.QuickDraw(spriteBatch);
            void DrawGlow(Vector2 positionOffset, Color Color) =>
            spriteBatch.Draw(Mask, projectile.Center - Main.screenPosition + positionOffset, projectile.DrawFrame(), Color, projectile.rotation,
                             projectile.DrawFrame().Size() / 2, projectile.scale, SpriteEffects.None, 0);

            Color additiveWhite = Color.White;

            additiveWhite.A = 0;

            DrawGlow(Vector2.Zero, Color.White);
            PulseDraw.DrawPulseEffect(PulseDraw.BloomConstant, 6, 6, delegate(Vector2 offset, float opacity)
            {
                DrawGlow(offset, additiveWhite * opacity * 0.5f);
            });
            DrawGlow(Vector2.Zero, additiveWhite);
            return(false);
        }
Example #9
0
        public void DrawAdditiveLayer(SpriteBatch sB)
        {
            if (player.frozen || player.dead)
            {
                return;
            }

            Texture2D     glow         = mod.GetTexture(GlowmaskPath);
            Vector2       drawPosition = GetHoldPosition - Main.screenPosition;
            Item          item         = player.HeldItem;
            SpriteEffects flip         = player.direction > 0 ? SpriteEffects.None : SpriteEffects.FlipHorizontally;

            PulseDraw.DrawPulseEffect((float)Math.Asin(-0.6), 8, 12, delegate(Vector2 posOffset, float opacityMod)
            {
                sB.Draw(glow, drawPosition + posOffset, DrawRectangle, Color.White * opacityMod * GlowmaskOpacity * 0.5f, 0, Origin, item.scale, flip, 0);
            });

            sB.Draw(glow, drawPosition, DrawRectangle, Color.White * GlowmaskOpacity, 0, Origin, item.scale, flip, 0);

            DrawBeams(sB);
        }
Example #10
0
        public override void PostDraw(SpriteBatch spriteBatch, Color drawColor)
        {
            Vector2 scale = new Vector2(TeleportWidth(), 1) * npc.scale;

            Color bloomColor = Color.White;

            bloomColor.A = 0;
            float AttackProgress = GetBloomIntensity(this);

            PulseDraw.DrawPulseEffect(PulseDraw.BloomConstant, 12, 16, delegate(Vector2 posOffset, float opacityMod)
            {
                spriteBatch.Draw(ModContent.GetTexture(Texture + "_glow"), npc.Center + posOffset - Main.screenPosition, npc.frame, npc.GetAlpha(bloomColor) * opacityMod * AttackProgress,
                                 npc.rotation, npc.frame.Size() / 2, scale, (npc.spriteDirection > 0) ? SpriteEffects.FlipHorizontally : SpriteEffects.None, 0);
            });

            Color glowmaskColor = Color.Lerp(Color.White, bloomColor, AttackProgress);

            spriteBatch.Draw(ModContent.GetTexture(Texture + "_glow"), npc.Center - Main.screenPosition, npc.frame, npc.GetAlpha(glowmaskColor), npc.rotation, npc.frame.Size() / 2,
                             scale, (npc.spriteDirection > 0) ? SpriteEffects.FlipHorizontally : SpriteEffects.None, 0);

            spriteBatch.Draw(ModContent.GetTexture(Texture + "_mask"), npc.Center - Main.screenPosition, npc.frame, npc.GetAlpha(Color.White) * TeleportMaskOpacity(), npc.rotation, npc.frame.Size() / 2,
                             scale, (npc.spriteDirection > 0) ? SpriteEffects.FlipHorizontally : SpriteEffects.None, 0);
        }