コード例 #1
0
        public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam)
        {
            float brightness    = MathHelper.Clamp(1.1f + (cam.Position.Y - Size.Y) / 100000.0f, 0.1f, 1.0f);
            var   lightColorHLS = GenerationParams.AmbientLightColor.RgbToHLS();

            lightColorHLS.Y *= brightness;

            GameMain.LightManager.AmbientLight = ToolBox.HLSToRGB(lightColorHLS);

            graphics.Clear(BackgroundColor);

            renderer?.DrawBackground(spriteBatch, cam, LevelObjectManager, backgroundCreatureManager);
        }
コード例 #2
0
        public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam)
        {
            float brightness = MathHelper.Clamp(1.1f + (cam.Position.Y - Size.Y) / 100000.0f, 0.1f, 1.0f);

            GameMain.LightManager.AmbientLight = new Color(backgroundColor * brightness, 1.0f);

            graphics.Clear(backgroundColor);

            if (renderer == null)
            {
                return;
            }
            renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager, backgroundCreatureManager);
        }
コード例 #3
0
ファイル: Level.cs プロジェクト: d34d10cc/Barotrauma
        public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
        {
            float brightness = MathHelper.Clamp(50.0f + (cam.Position.Y - Size.Y) / 2000.0f, 10.0f, 40.0f);

            float avgValue = (backgroundColor.R + backgroundColor.G + backgroundColor.G) / 3;

            GameMain.LightManager.AmbientLight = new Color(backgroundColor * (brightness / avgValue), 1.0f);

            graphics.Clear(backgroundColor);

            if (renderer == null)
            {
                return;
            }
            renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager);
        }