Exemple #1
0
        public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
        {
            if (maxDepth >= 8f && minDepth < 8f)
            {
                spriteBatch.Draw(Main.blackTileTexture, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.Black);

                spriteBatch.End();
                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, null, Main.BackgroundViewMatrix.ZoomMatrix);

                Main.spriteBatch.Draw(PlanetMod.spaceBackground, SkyHelper.planetBackgroundPoint, PlanetMod.spaceBackground.Frame(), new Color(30, 30, 30), SkyHelper.TimeRotation(), PlanetMod.spaceBackground.Frame().Size() / 2, 0.9f, SpriteEffects.None, 0f);

                #region stars
                //if (StarHandler.starInit)
                //{
                for (int k = 0; k < PlanetMod.galaxyLargeArraySize; k++)                //star drawing, planet version
                {
                    Main.spriteBatch.Draw(PlanetMod.galaxyLargeTexArray[StarHandler.largeGalaxyArray[k].type],

                                          new Vector2(0, (StarHandler.largeGalaxyArray[k].position.X) + Main.screenHeight)
                                          .RotatedBy(StarHandler.largeGalaxyArray[k].position.Y + SkyHelper.TimeRotation()) + SkyHelper.planetBackgroundPoint,

                                          new Rectangle(0, 0, PlanetMod.galaxyLargeTexArray[StarHandler.largeGalaxyArray[k].type].Width, PlanetMod.galaxyLargeTexArray[StarHandler.largeGalaxyArray[k].type].Height),
                                          Color.White,
                                          StarHandler.largeGalaxyArray[k].rotation + SkyHelper.TimeRotation(),
                                          new Vector2((float)PlanetMod.galaxyLargeTexArray[StarHandler.largeGalaxyArray[k].type].Width * 0.5f,
                                                      (float)PlanetMod.galaxyLargeTexArray[StarHandler.largeGalaxyArray[k].type].Height * 0.5f),
                                          StarHandler.largeGalaxyArray[k].scale,
                                          SpriteEffects.None,
                                          0f);
                }

                for (int k = 0; k < StarHandler.smallGalaxyCount; k++)                //star drawing, planet version
                {
                    Main.spriteBatch.Draw(PlanetMod.galaxySmallTexArray[StarHandler.smallGalaxyArray[k].type],

                                          new Vector2(0, (StarHandler.smallGalaxyArray[k].position.X) + Main.screenHeight)
                                          .RotatedBy(StarHandler.smallGalaxyArray[k].position.Y + SkyHelper.TimeRotation()) + SkyHelper.planetBackgroundPoint,

                                          new Rectangle(0, 0, PlanetMod.galaxySmallTexArray[StarHandler.smallGalaxyArray[k].type].Width, PlanetMod.galaxySmallTexArray[StarHandler.smallGalaxyArray[k].type].Height),
                                          Color.White,
                                          StarHandler.smallGalaxyArray[k].rotation + SkyHelper.TimeRotation(),
                                          new Vector2((float)PlanetMod.galaxySmallTexArray[StarHandler.smallGalaxyArray[k].type].Width * 0.5f,
                                                      (float)PlanetMod.galaxySmallTexArray[StarHandler.smallGalaxyArray[k].type].Height * 0.5f),
                                          StarHandler.smallGalaxyArray[k].scale,
                                          SpriteEffects.None,
                                          0f);
                }

                for (int k = 0; k < StarHandler.starCount; k++)                //star drawing, planet version
                {
                    Main.spriteBatch.Draw(PlanetMod.starTexArray[StarHandler.starArray[k].type],

                                          new Vector2(0, (StarHandler.starArray[k].position.X) + Main.screenHeight)
                                          .RotatedBy(StarHandler.starArray[k].position.Y + SkyHelper.TimeRotation()) + SkyHelper.planetBackgroundPoint,

                                          new Rectangle(0, 0, PlanetMod.starTexArray[StarHandler.starArray[k].type].Width, PlanetMod.starTexArray[StarHandler.starArray[k].type].Height),
                                          Color.White,
                                          StarHandler.starArray[k].rotation + SkyHelper.TimeRotation(),
                                          new Vector2((float)PlanetMod.starTexArray[StarHandler.starArray[k].type].Width * 0.5f,
                                                      (float)PlanetMod.starTexArray[StarHandler.starArray[k].type].Height * 0.5f),
                                          StarHandler.starArray[k].scale * StarHandler.starArray[k].twinkle,
                                          SpriteEffects.None,
                                          0f);
                }
                //}
                #endregion

                spriteBatch.End();                //reset to default
                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, null, Main.BackgroundViewMatrix.ZoomMatrix);

                #region orbits
                Main.spriteBatch.Draw(Main.sunTexture, SkyHelper.OrbitPosition(SkyHelper.planetBackgroundPoint, new Vector2(Main.screenWidth / 2, Main.screenHeight / 8), 4.31f), Main.sunTexture.Frame(), new Color(230, 230, 255), SkyHelper.TimeRotation() + 1.175f, Main.sunTexture.Frame().Size() / 2, planetArray[SelectedPlanet].BgSunSize, SpriteEffects.None, 0f);
                if (planetArray[SelectedPlanet].subPlanets.Length > 0)                //orbiting background planets
                {
                    for (int i = 0; i < planetArray[SelectedPlanet].subPlanets.Length; i++)
                    {
                        ushort subPlanetType = planetArray[SelectedPlanet].subPlanets[i];
                        Main.spriteBatch.Draw(planetArray[subPlanetType].subFarBackroundTexture, SkyHelper.OrbitPosition(SkyHelper.planetBackgroundPoint, new Vector2(Main.screenWidth / 2, Main.screenHeight / 8), planetArray[subPlanetType].subOrbitTimeOffset, planetArray[subPlanetType].subOrbitSpeedMult), planetArray[subPlanetType].subFarBackroundTexture.Frame(), Color.Gray, (SkyHelper.TimeRotation() * planetArray[subPlanetType].subRotationMult), planetArray[subPlanetType].subFarBackroundTexture.Frame().Size() / 2, planetArray[subPlanetType].subFarSize, SpriteEffects.None, 0f);
                        //glowmask here, Color.White
                    }
                }
                #endregion
            }
        }
Exemple #2
0
        public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
        {
            if (maxDepth >= 0 && minDepth < 0)
            {
                spriteBatch.Draw(Main.blackTileTexture, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.Black);

                spriteBatch.End();
                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, null, Main.GameViewMatrix.ZoomMatrix);

                Main.spriteBatch.Draw(PlanetMod.spaceBackground, SkyHelper.PlanetPosition(), PlanetMod.spaceBackground.Frame(), new Color(30, 30, 30), SkyHelper.TimeRotation() + shipViewRotation, PlanetMod.spaceBackground.Frame().Size() / 2, 0.9f, SpriteEffects.None, 0f);


                #region stars
                //if (StarHandler.starInit)
                //{
                for (int k = 0; k < PlanetMod.galaxyLargeArraySize; k++)                //star drawing, ship version
                {
                    Main.spriteBatch.Draw(PlanetMod.galaxyLargeTexArray[StarHandler.largeGalaxyArray[k].type],

                                          new Vector2(0, (planetArray[SelectedPlanet].ShipBackroundTexture.Frame().Height * 1.5f) + StarHandler.largeGalaxyArray[k].position.X)
                                          .RotatedBy(StarHandler.largeGalaxyArray[k].position.Y + SkyHelper.TimeRotation() + shipViewRotation) + SkyHelper.PlanetPosition(),

                                          new Rectangle(0, 0, PlanetMod.galaxyLargeTexArray[StarHandler.largeGalaxyArray[k].type].Width, PlanetMod.galaxyLargeTexArray[StarHandler.largeGalaxyArray[k].type].Height),
                                          Color.White,
                                          StarHandler.largeGalaxyArray[k].rotation + shipViewRotation + SkyHelper.TimeRotation(),
                                          new Vector2((float)PlanetMod.galaxyLargeTexArray[StarHandler.largeGalaxyArray[k].type].Width * 0.5f,
                                                      (float)PlanetMod.galaxyLargeTexArray[StarHandler.largeGalaxyArray[k].type].Height * 0.5f),
                                          StarHandler.largeGalaxyArray[k].scale,
                                          SpriteEffects.None,
                                          0f);
                }

                for (int k = 0; k < StarHandler.smallGalaxyCount; k++)                //star drawing, ship version
                {
                    Main.spriteBatch.Draw(PlanetMod.galaxySmallTexArray[StarHandler.smallGalaxyArray[k].type],

                                          new Vector2(0, (planetArray[SelectedPlanet].ShipBackroundTexture.Frame().Height * 1.5f) + StarHandler.smallGalaxyArray[k].position.X)
                                          .RotatedBy(StarHandler.smallGalaxyArray[k].position.Y + SkyHelper.TimeRotation() + shipViewRotation) + SkyHelper.PlanetPosition(),

                                          new Rectangle(0, 0, PlanetMod.galaxySmallTexArray[StarHandler.smallGalaxyArray[k].type].Width, PlanetMod.galaxySmallTexArray[StarHandler.smallGalaxyArray[k].type].Height),
                                          Color.White,
                                          StarHandler.smallGalaxyArray[k].rotation + shipViewRotation + SkyHelper.TimeRotation(),
                                          new Vector2((float)PlanetMod.galaxySmallTexArray[StarHandler.smallGalaxyArray[k].type].Width * 0.5f,
                                                      (float)PlanetMod.galaxySmallTexArray[StarHandler.smallGalaxyArray[k].type].Height * 0.5f),
                                          StarHandler.smallGalaxyArray[k].scale,
                                          SpriteEffects.None,
                                          0f);
                }

                for (int k = 0; k < StarHandler.starCount; k++)                //star drawing, ship version
                {
                    Main.spriteBatch.Draw(PlanetMod.starTexArray[StarHandler.starArray[k].type],

                                          new Vector2(0, (planetArray[SelectedPlanet].ShipBackroundTexture.Frame().Height * 1.5f) + StarHandler.starArray[k].position.X)
                                          .RotatedBy(StarHandler.starArray[k].position.Y + SkyHelper.TimeRotation() + shipViewRotation) + SkyHelper.PlanetPosition(),

                                          new Rectangle(0, 0, PlanetMod.starTexArray[StarHandler.starArray[k].type].Width, PlanetMod.starTexArray[StarHandler.starArray[k].type].Height),
                                          Color.White,
                                          StarHandler.starArray[k].rotation + shipViewRotation + SkyHelper.TimeRotation(),
                                          new Vector2((float)PlanetMod.starTexArray[StarHandler.starArray[k].type].Width * 0.5f,
                                                      (float)PlanetMod.starTexArray[StarHandler.starArray[k].type].Height * 0.5f),
                                          StarHandler.starArray[k].scale * StarHandler.starArray[k].twinkle,
                                          SpriteEffects.None,
                                          0f);
                }
                //}
                #endregion

                spriteBatch.End();
                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, null, Main.GameViewMatrix.ZoomMatrix);

                #region orbits
                Main.spriteBatch.Draw(Main.sunTexture, SkyHelper.OrbitPosition(SkyHelper.PlanetPosition(), SkyHelper.screenCenter, 4.31f), Main.sunTexture.Frame(), new Color(230, 230, 255), SkyHelper.TimeRotation() + shipViewRotation + 1.175f, Main.sunTexture.Frame().Size() / 2, planetArray[SelectedPlanet].BgSunSize, SpriteEffects.None, 0f);
                if (planetArray[SelectedPlanet].subPlanets.Length > 0)                //orbiting background planets
                {
                    for (int i = 0; i < planetArray[SelectedPlanet].subPlanets.Length; i++)
                    {
                        ushort subPlanetType = planetArray[SelectedPlanet].subPlanets[i];
                        Main.spriteBatch.Draw(planetArray[subPlanetType].subFarBackroundTexture, SkyHelper.OrbitPosition(SkyHelper.PlanetPosition(), SkyHelper.screenCenter, planetArray[subPlanetType].subOrbitTimeOffset, planetArray[subPlanetType].subOrbitSpeedMult), planetArray[subPlanetType].subFarBackroundTexture.Frame(), Color.Gray, (SkyHelper.TimeRotation() * planetArray[subPlanetType].subRotationMult) + shipViewRotation, planetArray[subPlanetType].subFarBackroundTexture.Frame().Size() / 2, planetArray[subPlanetType].subFarSize, SpriteEffects.None, 0f);
                        //glowmask here, Color.White
                    }
                }
                #endregion

                #region ship current planet
                Texture2D lowClouds  = ModContent.GetTexture("PlanetMod/Planets/Globes/Cloud_Low");
                Texture2D highClouds = ModContent.GetTexture("PlanetMod/Planets/Globes/Cloud_High");

                //Main Planet
                Main.spriteBatch.Draw(planetArray[SelectedPlanet].ShipBackroundTexture, SkyHelper.PlanetPosition(), planetArray[SelectedPlanet].ShipBackroundTexture.Frame(), SkyHelper.PlanetColor(), (SkyHelper.TimeRotation() * planetArray[SelectedPlanet].BgRotationMult) + shipViewRotation, planetArray[SelectedPlanet].ShipBackroundTexture.Frame().Size() / 2, planetArray[SelectedPlanet].BgPlanetSize, SpriteEffects.None, 0f);

                spriteBatch.End();
                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, null, Main.GameViewMatrix.ZoomMatrix);

                //Medium TODO: glowmask (Color.White)

                if (planetArray[SelectedPlanet].BgClouds)
                {
                    Main.spriteBatch.Draw(lowClouds, SkyHelper.PlanetPosition(), lowClouds.Frame(), SkyHelper.PlanetColor(200), (SkyHelper.TimeRotation() * 3) + shipViewRotation, lowClouds.Frame().Size() / 2, planetArray[SelectedPlanet].BgPlanetSize * 1.005f, SpriteEffects.None, 0f);
                    Main.spriteBatch.Draw(highClouds, SkyHelper.PlanetPosition(), highClouds.Frame(), SkyHelper.PlanetColor(100), (SkyHelper.TimeRotation() * 2) + shipViewRotation, highClouds.Frame().Size() / 2, planetArray[SelectedPlanet].BgPlanetSize * 1.01f, SpriteEffects.None, 0f);
                }
                #endregion

                spriteBatch.End();                //reset to default
                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, null, Main.BackgroundViewMatrix.ZoomMatrix);
            }
        }