コード例 #1
0
        public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
        {
            Texture2D boltTexture  = mod.GetTexture("Backgrounds/AthenaBolt");
            Texture2D flashTexture = mod.GetTexture("Backgrounds/AthenaFlash");

            if (maxDepth >= 3.40282347E+38f && minDepth < 3.40282347E+38f)
            {
                clouds.Update(mod.GetTexture("Backgrounds/FogTex"));
                clouds.Draw(mod.GetTexture("Backgrounds/FogTex"), false, Color.CornflowerBlue, true);
            }
            float     scale     = Math.Min(1f, (Main.screenPosition.Y - 1000f) / 1000f);
            Vector2   value3    = Main.screenPosition + new Vector2(Main.screenWidth >> 1, Main.screenHeight >> 1);
            Rectangle rectangle = new Rectangle(-1000, -1000, 4000, 4000);

            for (int i = 0; i < bolts.Length; i++)
            {
                if (bolts[i].IsAlive && bolts[i].Depth > minDepth && bolts[i].Depth < maxDepth)
                {
                    Vector2 value4   = new Vector2(1f / bolts[i].Depth, 0.9f / bolts[i].Depth);
                    Vector2 position = (bolts[i].Position - value3) * value4 + value3 - Main.screenPosition;
                    if (rectangle.Contains((int)position.X, (int)position.Y))
                    {
                        Texture2D texture = boltTexture;
                        int       life    = bolts[i].Life;
                        if (life > 26 && life % 2 == 0)
                        {
                            texture = flashTexture;
                        }
                        float scale2 = life / 30f;
                        spriteBatch.Draw(texture, position, null, Color.White * scale * scale2 * Intensity, 0f, Vector2.Zero, value4.X * 5f, SpriteEffects.None, 0f);
                    }
                }
            }
        }
コード例 #2
0
        public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
        {
            Texture2D BeamTexture = mod.GetTexture("Backgrounds/AnubisBeam");

            Texture2D[] RuneTextures = new Texture2D[8];
            for (int i = 0; i < RuneTextures.Length; i++)
            {
                RuneTextures[i] = mod.GetTexture("Backgrounds/Runes/Rune" + i);
            }
            if (maxDepth >= 3.40282347E+38f && minDepth < 3.40282347E+38f)
            {
                spriteBatch.Draw(Main.blackTileTexture, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.Black * Intensity);
            }
            int num  = -1;
            int num2 = 0;

            for (int i = 0; i < _pillars.Length; i++)
            {
                float depth = _pillars[i].Depth;
                if (num == -1 && depth < maxDepth)
                {
                    num = i;
                }
                if (depth <= minDepth)
                {
                    break;
                }
                num2 = i;
            }
            if (num == -1)
            {
                return;
            }
            Vector2   value3    = Main.screenPosition + new Vector2(Main.screenWidth >> 1, Main.screenHeight >> 1);
            Rectangle rectangle = new Rectangle(-1000, -1000, 4000, 4000);
            float     scale     = Math.Min(1f, (Main.screenPosition.Y - 1000f) / 1000f);

            for (int j = num; j < num2; j++)
            {
                Vector2 value4 = new Vector2(1f / _pillars[j].Depth, 0.9f / _pillars[j].Depth);
                Vector2 vector = _pillars[j].Position;
                vector = (vector - value3) * value4 + value3 - Main.screenPosition;
                if (rectangle.Contains((int)vector.X, (int)vector.Y))
                {
                    float num3 = value4.X * 450f;
                    spriteBatch.Draw(BeamTexture, vector, null, Color.White * 0.2f * scale * Intensity, 0f, Vector2.Zero, new Vector2(num3 / 70f, num3 / 45f), SpriteEffects.None, 0f);
                    int num4 = 0;
                    for (float num5 = 0f; num5 <= 1f; num5 += 0.03f)
                    {
                        float num6 = 1f - (num5 + Main.GlobalTime * 0.02f + (float)Math.Sin((float)j)) % 1f;
                        spriteBatch.Draw(RuneTextures[num4], vector + new Vector2((float)Math.Sin(num5 * 1582f) * (num3 * 0.5f) + num3 * 0.5f, num6 * 2000f), null, Color.White * num6 * scale * Intensity, num6 * 20f, new Vector2(RuneTextures[num4].Width >> 1, RuneTextures[num4].Height >> 1), 0.9f, SpriteEffects.None, 0f);
                        num4 = (num4 + 1) % RuneTextures.Length;
                    }
                }
            }
        }
コード例 #3
0
ファイル: MireSky.cs プロジェクト: CC-png-byte/AAMod
        public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
        {
            Texture2D PlanetTexture = mod.GetTexture("Backgrounds/Moon");
            Texture2D SkyTexture    = mod.GetTexture("Backgrounds/MireSky");

            if (maxDepth >= 3.40282347E+38f && minDepth < 3.40282347E+38f)
            {
                if (!Main.dayTime)
                {
                    spriteBatch.Draw(SkyTexture, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.White);
                    double bgTop = (int)((-Main.screenPosition.Y) / (Main.worldSurface * 16.0 - 600.0) * 200.0);
                    Main.bgColor = Color.White;
                    if (Main.gameMenu || Main.netMode == NetmodeID.Server)
                    {
                        bgTop = -200;
                    }
                    int   num23     = (int)(Main.time / 32400.0 * (Main.screenWidth + Main.moonTexture[Main.moonType].Width * 2)) - Main.moonTexture[Main.moonType].Width;
                    int   num24     = 0;
                    Color white2    = Color.White;
                    float num25     = 1f;
                    float rotation2 = (float)(Main.time / 32400.0) * 2f - 7.3f;
                    if (!Main.dayTime)
                    {
                        double num27;
                        if (Main.time < 16200.0)
                        {
                            num27 = Math.Pow(1.0 - Main.time / 32400.0 * 2.0, 2.0);
                            num24 = (int)(bgTop + num27 * 250.0 + 180.0);
                        }
                        else
                        {
                            num27 = Math.Pow((Main.time / 32400.0 - 0.5) * 2.0, 2.0);
                            num24 = (int)(bgTop + num27 * 250.0 + 180.0);
                        }
                        num25 = (float)(1.2 - num27 * 0.4);
                    }
                    float num65 = 1f - Main.cloudAlpha * 1.5f;
                    if (num65 < 0f)
                    {
                        num65 = 0f;
                    }
                    white2.R = (byte)(white2.R * num65);
                    white2.G = (byte)(white2.G * num65);
                    white2.B = (byte)(white2.B * num65);
                    white2.A = (byte)(white2.A * num65);
                    Main.spriteBatch.Draw(PlanetTexture, new Vector2(num23, num24 + Main.moonModY), new Rectangle?(new Rectangle(0, 0, PlanetTexture.Width, PlanetTexture.Width)), white2, rotation2, new Vector2(PlanetTexture.Width / 2, PlanetTexture.Width / 2), num25, SpriteEffects.None, 0f);
                }
            }
        }
コード例 #4
0
ファイル: ShenSky.cs プロジェクト: CC-png-byte/AAMod
        public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
        {
            Texture2D MeteorTexture = mod.GetTexture("Backgrounds/ShenMeteor");
            Texture2D SkyTex        = mod.GetTexture("Backgrounds/ShenBg");

            if (maxDepth >= 3.40282347E+38f && minDepth < 3.40282347E+38f)
            {
                spriteBatch.Draw(Main.blackTileTexture, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.Black * Intensity);
                spriteBatch.Draw(SkyTex, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.White);
            }

            int num  = -1;
            int num2 = 0;

            for (int i = 0; i < Meteors.Length; i++)
            {
                float depth = Meteors[i].Depth;
                if (num == -1 && depth < maxDepth)
                {
                    num = i;
                }
                if (depth <= minDepth)
                {
                    break;
                }
                num2 = i;
            }
            if (num == -1)
            {
                return;
            }
            float     scale     = Math.Min(1f, (Main.screenPosition.Y - 1000f) / 1000f);
            Vector2   value3    = Main.screenPosition + new Vector2(Main.screenWidth >> 1, Main.screenHeight >> 1);
            Rectangle rectangle = new Rectangle(-1000, -1000, 4000, 4000);

            for (int j = num; j < num2; j++)
            {
                Vector2 value4   = new Vector2(1f / Meteors[j].Depth, 0.9f / Meteors[j].Depth);
                Vector2 position = (Meteors[j].Position - value3) * value4 + value3 - Main.screenPosition;
                int     num3     = Meteors[j].FrameCounter / 3;
                Meteors[j].FrameCounter = (Meteors[j].FrameCounter + 1) % 12;
                if (rectangle.Contains((int)position.X, (int)position.Y))
                {
                    spriteBatch.Draw(MeteorTexture, position, new Rectangle?(new Rectangle(0, num3 * (MeteorTexture.Height / 4), MeteorTexture.Width, MeteorTexture.Height / 4)), Color.White * scale * Intensity, 0f, Vector2.Zero, value4.X * 5f * Meteors[j].Scale, SpriteEffects.None, 0f);
                }
            }
        }
コード例 #5
0
        public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
        {
            Texture2D PlanetTexture = mod.GetTexture("Backgrounds/AkumaSun");
            Texture2D MeteorTexture = mod.GetTexture("Backgrounds/AkumaAMeteor");
            Texture2D SkyTex        = mod.GetTexture("Backgrounds/SkyTex");

            if (maxDepth >= 3.40282347E+38f && minDepth < 3.40282347E+38f)
            {
                if (Main.dayTime)
                {
                    spriteBatch.Draw(Main.blackTileTexture, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.Black * Intensity);
                    spriteBatch.Draw(SkyTex, new Rectangle(0, Math.Max(0, (int)((Main.worldSurface * 16.0 - Main.screenPosition.Y - 2400.0) * 0.10000000149011612)), Main.screenWidth, Main.screenHeight), Color.DeepSkyBlue * Math.Min(1f, (Main.screenPosition.Y - 800f) / 1000f * Intensity));
                    float num64 = 1f;
                    num64 -= Main.cloudAlpha * 1.5f;
                    if (num64 < 0f)
                    {
                        num64 = 0f;
                    }
                    int    num20    = (int)(Main.time / 54000.0 * (Main.screenWidth + Main.sunTexture.Width * 2)) - Main.sunTexture.Width;
                    int    num21    = 0;
                    float  num22    = 1f;
                    float  rotation = (float)(Main.time / 54000.0) * 2f - 7.3f;
                    double bgTop    = (-Main.screenPosition.Y) / (Main.worldSurface * 16.0 - 600.0) * 200.0;
                    if (Main.dayTime)
                    {
                        double num26;
                        if (Main.time < 27000.0)
                        {
                            num26 = Math.Pow(1.0 - Main.time / 54000.0 * 2.0, 2.0);
                            num21 = (int)(bgTop + num26 * 250.0 + 180.0);
                        }
                        else
                        {
                            num26 = Math.Pow((Main.time / 54000.0 - 0.5) * 2.0, 2.0);
                            num21 = (int)(bgTop + num26 * 250.0 + 180.0);
                        }
                        num22 = (float)(1.2 - num26 * 0.4);
                    }
                    Color color6 = new Color((byte)(255f * num64), (byte)(Color.White.G * num64), (byte)(Color.White.B * num64), (byte)(255f * num64));
                    Main.spriteBatch.Draw(PlanetTexture, new Vector2(num20, num21 + Main.sunModY), new Microsoft.Xna.Framework.Rectangle?(new Rectangle(0, 0, PlanetTexture.Width, PlanetTexture.Height)), color6, rotation, new Vector2(PlanetTexture.Width / 2, PlanetTexture.Height / 2), num22, SpriteEffects.None, 0f);
                }
            }

            int num  = -1;
            int num2 = 0;

            for (int i = 0; i < Meteors.Length; i++)
            {
                float depth = Meteors[i].Depth;
                if (num == -1 && depth < maxDepth)
                {
                    num = i;
                }
                if (depth <= minDepth)
                {
                    break;
                }
                num2 = i;
            }
            if (num == -1)
            {
                return;
            }
            float     scale     = Math.Min(1f, (Main.screenPosition.Y - 1000f) / 1000f);
            Vector2   value3    = Main.screenPosition + new Vector2(Main.screenWidth >> 1, Main.screenHeight >> 1);
            Rectangle rectangle = new Rectangle(-1000, -1000, 4000, 4000);

            for (int j = num; j < num2; j++)
            {
                Vector2 value4   = new Vector2(1f / Meteors[j].Depth, 0.9f / Meteors[j].Depth);
                Vector2 position = (Meteors[j].Position - value3) * value4 + value3 - Main.screenPosition;
                int     num3     = Meteors[j].FrameCounter / 3;
                Meteors[j].FrameCounter = (Meteors[j].FrameCounter + 1) % 12;
                if (rectangle.Contains((int)position.X, (int)position.Y))
                {
                    spriteBatch.Draw(MeteorTexture, position, new Rectangle?(new Rectangle(0, num3 * (MeteorTexture.Height / 4), MeteorTexture.Width, MeteorTexture.Height / 4)), Color.White * scale * Intensity, 0f, Vector2.Zero, value4.X * 5f * Meteors[j].Scale, SpriteEffects.None, 0f);
                }
            }
        }
コード例 #6
0
        public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
        {
            Texture2D PlanetTexture = mod.GetTexture("Backgrounds/VoidBH");
            Texture2D Asteroids1    = mod.GetTexture("Backgrounds/Asteroids1");
            Texture2D Asteroids2    = mod.GetTexture("Backgrounds/Asteroids2");
            Texture2D Asteroids3    = mod.GetTexture("Backgrounds/Asteroids3");
            Texture2D Echo          = mod.GetTexture("Backgrounds/Echo");
            Texture2D LB            = mod.GetTexture("Backgrounds/LB");
            Texture2D boltTexture   = mod.GetTexture("Backgrounds/VoidBolt");
            Texture2D flashTexture  = mod.GetTexture("Backgrounds/VoidFlash");
            Texture2D Stars         = mod.GetTexture("Backgrounds/Void_Starfield");

            if (maxDepth >= 3.40282347E+38f && minDepth < 3.40282347E+38f)
            {
                var planetPos    = new Vector2(Main.screenWidth / 2, Main.screenHeight / 2);
                var echoPos      = new Vector2(Main.screenWidth / 2, Main.screenHeight / 2);
                var Asteroidpos1 = new Vector2(Main.screenWidth / 2, Main.screenHeight / 2);
                var Asteroidpos2 = new Vector2(Main.screenWidth / 2, Main.screenHeight / 2);
                var Asteroidpos3 = new Vector2(Main.screenWidth / 2, Main.screenHeight / 2);
                asteroidPercent1 += 0.004f;
                asteroidPercent2 += 0.005f;
                asteroidPercent3 += 0.006f;
                if (asteroidPercent1 > (float)Math.PI)
                {
                    asteroidPercent1 = 0f;
                }
                if (asteroidPercent2 > (float)Math.PI)
                {
                    asteroidPercent2 = 0f;
                }
                if (asteroidPercent3 > (float)Math.PI)
                {
                    asteroidPercent3 = 0f;
                }
                Rotation       -= .0008f;
                LBRotation     += .0005f;
                Asteroidpos1.Y += (float)Math.Sin(asteroidPercent1) * 16f;
                Asteroidpos2.Y += (float)Math.Sin(asteroidPercent2) * -30f;
                Asteroidpos3.Y += (float)Math.Sin(asteroidPercent3) * 20f;
                if (!AAWorld.downedZero)
                {
                    spriteBatch.Draw(Stars, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.White);
                }
                else
                {
                    spriteBatch.Draw(Main.blackTileTexture, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.Black * Intensity);
                    spriteBatch.Draw(PlanetTexture, planetPos, null, Color.White * 0.9f * Intensity, Rotation, new Vector2(PlanetTexture.Width >> 1, PlanetTexture.Height >> 1), 1f, SpriteEffects.None, 1f);
                    float lightningIntensity = BaseUtility.MultiLerp(Main.LocalPlayer.miscCounter % 100f / 100f, 0.2f, 0.8f, 0.2f);
                    spriteBatch.Draw(LB, planetPos, null, Color.White * 0.9f * Intensity * lightningIntensity, LBRotation, new Vector2(LB.Width >> 1, LB.Height >> 1), 1f, SpriteEffects.None, 1f);
                    if (AAWorld.downedZero)
                    {
                        spriteBatch.Draw(Echo, echoPos, null, GetGlowAlpha(true), 0f, new Vector2(Echo.Width >> 1, Echo.Height >> 1), AAWorld.downedAllAncients ? 0.4f : .3f, SpriteEffects.None, 1f);
                    }
                }
                Color astroGlow = Color.White * MathHelper.Lerp(0.7f, 1f, Main.mouseTextColor / 255f);
                astroGlow.A = (byte)(255f * Intensity);
                spriteBatch.Draw(Asteroids1, Asteroidpos1, null, NPC.downedMoonlord ? astroGlow : Color.White, 0f, new Vector2(Asteroids1.Width >> 1, Asteroids1.Height >> 1), 1f, SpriteEffects.None, 1f);
                spriteBatch.Draw(Asteroids2, Asteroidpos2, null, NPC.downedMoonlord ? astroGlow : Color.White, 0f, new Vector2(Asteroids2.Width >> 1, Asteroids2.Height >> 1), 1f, SpriteEffects.None, 1f);
                spriteBatch.Draw(Asteroids3, Asteroidpos3, null, NPC.downedMoonlord ? astroGlow : Color.White, 0f, new Vector2(Asteroids3.Width >> 1, Asteroids3.Height >> 1), 1f, SpriteEffects.None, 1f);
            }
            float     scale     = Math.Min(1f, (Main.screenPosition.Y - 1000f) / 1000f);
            Vector2   value3    = Main.screenPosition + new Vector2(Main.screenWidth >> 1, Main.screenHeight >> 1);
            Rectangle rectangle = new Rectangle(-1000, -1000, 4000, 4000);

            for (int i = 0; i < bolts.Length; i++)
            {
                if (bolts[i].IsAlive && bolts[i].Depth > minDepth && bolts[i].Depth < maxDepth)
                {
                    Vector2 value4   = new Vector2(1f / bolts[i].Depth, 0.9f / bolts[i].Depth);
                    Vector2 position = (bolts[i].Position - value3) * value4 + value3 - Main.screenPosition;
                    if (rectangle.Contains((int)position.X, (int)position.Y))
                    {
                        Texture2D texture = boltTexture;
                        int       life    = bolts[i].Life;
                        if (life > 26 && life % 2 == 0)
                        {
                            texture = flashTexture;
                        }
                        float scale2 = life / 30f;
                        spriteBatch.Draw(texture, position, null, Color.White * scale * scale2 * Intensity, 0f, Vector2.Zero, value4.X * 5f, SpriteEffects.None, 0f);
                    }
                }
            }
        }
コード例 #7
0
        public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
        {
            Texture2D PlanetTexture = mod.GetTexture("Backgrounds/YamataMoon");
            Texture2D BeamTexture   = mod.GetTexture("Backgrounds/YamataBeam");

            Texture2D[] RockTextures = new Texture2D[3];
            for (int i = 0; i < RockTextures.Length; i++)
            {
                RockTextures[i] = mod.GetTexture("Backgrounds/YamataRock" + i);
            }

            Texture2D SkyTex = mod.GetTexture("Backgrounds/YamataStars");

            if (maxDepth >= 3.40282347E+38f && minDepth < 3.40282347E+38f)
            {
                if (!Main.dayTime)
                {
                    spriteBatch.Draw(SkyTex, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.White);
                    double bgTop = (int)((-Main.screenPosition.Y) / (Main.worldSurface * 16.0 - 600.0) * 200.0);
                    Main.bgColor = Color.White;
                    if (Main.gameMenu || Main.netMode == NetmodeID.Server)
                    {
                        bgTop = -200;
                    }
                    int   num23     = (int)(Main.time / 32400.0 * (Main.screenWidth + Main.moonTexture[Main.moonType].Width * 2)) - Main.moonTexture[Main.moonType].Width;
                    int   num24     = 0;
                    Color white2    = Color.White;
                    float num25     = 1f;
                    float rotation2 = (float)(Main.time / 32400.0) * 2f - 7.3f;
                    if (!Main.dayTime)
                    {
                        double num27;
                        if (Main.time < 16200.0)
                        {
                            num27 = Math.Pow(1.0 - Main.time / 32400.0 * 2.0, 2.0);
                            num24 = (int)(bgTop + num27 * 250.0 + 180.0);
                        }
                        else
                        {
                            num27 = Math.Pow((Main.time / 32400.0 - 0.5) * 2.0, 2.0);
                            num24 = (int)(bgTop + num27 * 250.0 + 180.0);
                        }
                        num25 = (float)(1.2 - num27 * 0.4);
                    }
                    float num65 = 1f - Main.cloudAlpha * 1.5f;
                    if (num65 < 0f)
                    {
                        num65 = 0f;
                    }
                    white2.R = (byte)(white2.R * num65);
                    white2.G = (byte)(white2.G * num65);
                    white2.B = (byte)(white2.B * num65);
                    white2.A = (byte)(white2.A * num65);
                    Main.spriteBatch.Draw(PlanetTexture, new Vector2(num23, num24 + Main.moonModY), new Rectangle?(new Rectangle(0, 0, PlanetTexture.Width, PlanetTexture.Width)), white2, rotation2, new Vector2(PlanetTexture.Width / 2, PlanetTexture.Width / 2), num25, SpriteEffects.None, 0f);
                }
            }
            int num  = -1;
            int num2 = 0;

            for (int i = 0; i < _pillars.Length; i++)
            {
                float depth = _pillars[i].Depth;
                if (num == -1 && depth < maxDepth)
                {
                    num = i;
                }
                if (depth <= minDepth)
                {
                    break;
                }
                num2 = i;
            }
            if (num == -1)
            {
                return;
            }
            Vector2   value3    = Main.screenPosition + new Vector2(Main.screenWidth >> 1, Main.screenHeight >> 1);
            Rectangle rectangle = new Rectangle(-1000, -1000, 4000, 4000);
            float     scale     = Math.Min(1f, (Main.screenPosition.Y - 1000f) / 1000f);

            for (int j = num; j < num2; j++)
            {
                Vector2 value4 = new Vector2(1f / _pillars[j].Depth, 0.9f / _pillars[j].Depth);
                Vector2 vector = _pillars[j].Position;
                vector = (vector - value3) * value4 + value3 - Main.screenPosition;
                if (rectangle.Contains((int)vector.X, (int)vector.Y))
                {
                    float num3 = value4.X * 450f;
                    spriteBatch.Draw(BeamTexture, vector, null, Color.White * 0.2f * scale * Intensity, 0f, Vector2.Zero, new Vector2(num3 / 70f, num3 / 45f), SpriteEffects.None, 0f);
                    int num4 = 0;
                    for (float num5 = 0f; num5 <= 1f; num5 += 0.03f)
                    {
                        float num6 = 1f - (num5 + Main.GlobalTime * 0.02f + (float)Math.Sin((float)j)) % 1f;
                        spriteBatch.Draw(RockTextures[num4], vector + new Vector2((float)Math.Sin(num5 * 1582f) * (num3 * 0.5f) + num3 * 0.5f, num6 * 2000f), null, Color.White * num6 * scale * Intensity, num6 * 20f, new Vector2(RockTextures[num4].Width >> 1, RockTextures[num4].Height >> 1), 0.9f, SpriteEffects.None, 0f);
                        num4 = (num4 + 1) % RockTextures.Length;
                    }
                }
            }
        }