i got it to draw without crashing im going to bed. custom content is still nyi don't try it yet
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@ -107,9 +107,13 @@ namespace StardewModdingAPI.Inheritance
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{
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base.Draw(gameTime);
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Events.InvokeDrawTick();
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spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.DepthRead, RasterizerState.CullNone);
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if (CurrentLocation != null)
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CurrentLocation.draw(Game1.spriteBatch);
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if (player != null && player.position != null)
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spriteBatch.DrawString(Game1.dialogueFont, Game1.player.position.ToString(), new Vector2(0, 180), Color.Orange);
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spriteBatch.End();
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}
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@ -83,7 +83,7 @@ namespace StardewModdingAPI.Inheritance
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{
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foreach (var v in ModObjects)
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{
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v.Value.draw(b, (int)v.Key.X, (int)v.Key.Y, -999999, 1);
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v.Value.draw(b, (int)v.Key.X, (int)v.Key.Y, 0.999f, 1);
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}
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}
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}
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@ -48,16 +48,38 @@ namespace StardewModdingAPI.Inheritance
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public override void draw(SpriteBatch spriteBatch, int x, int y, float alpha = 1)
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{
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if (Texture != null)
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spriteBatch.Draw(Texture, new Vector2(x, y), new Color(255, 255, 255, 255f * alpha));
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}
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public override void draw(SpriteBatch spriteBatch, int xNonTile, int yNonTile, float layerDepth, float alpha = 1)
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{
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if (Texture != null)
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try
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{
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spriteBatch.Draw(Texture, new Vector2(xNonTile, yNonTile), null, new Color(255, 255, 255, 255f * alpha), 0, Vector2.Zero, 1, SpriteEffects.None, layerDepth);
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spriteBatch.DrawString(Game1.dialogueFont, "TARG: " + new Vector2(xNonTile, yNonTile), new Vector2(128, 0), Color.Red);
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if (Texture != null)
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{
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int targSize = 64;
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int midX = (int) ((xNonTile) + 32);
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int midY = (int) ((yNonTile) + 32);
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int targX = midX - targSize / 2;
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int targY = midY - targSize / 2;
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Rectangle targ = new Rectangle(targX, targY, targSize, targSize);
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spriteBatch.Draw(Texture, targ, null, new Color(255, 255, 255, 255f * alpha), 0, Vector2.Zero, SpriteEffects.None, layerDepth);
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spriteBatch.Draw(Program.DebugPixel, targ, null, Color.Red, 0, Vector2.Zero, SpriteEffects.None, layerDepth);
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spriteBatch.DrawString(Game1.dialogueFont, "TARG: " + targ, new Vector2(128, 0), Color.Red);
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spriteBatch.DrawString(Game1.dialogueFont, ".", new Vector2(targX * 0.5f, targY), Color.Orange);
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spriteBatch.DrawString(Game1.dialogueFont, ".", new Vector2(targX, targY), Color.Red);
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spriteBatch.DrawString(Game1.dialogueFont, ".", new Vector2(targX * 1.5f, targY), Color.Yellow);
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spriteBatch.DrawString(Game1.dialogueFont, ".", new Vector2(targX * 2f, targY), Color.Green);
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}
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}
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catch (Exception ex)
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{
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Program.LogError(ex.ToString());
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Console.ReadKey();
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}
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}
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@ -170,10 +192,11 @@ namespace StardewModdingAPI.Inheritance
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if (s != null)
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{
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Vector2 index1 = new Vector2((float)(x / Game1.tileSize), (float)(y / Game1.tileSize));
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Vector2 index1 = new Vector2(x - (Game1.tileSize / 2), y - (Game1.tileSize / 2));
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if (!s.ModObjects.ContainsKey(index1))
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{
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s.ModObjects.Add(index1, this);
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Game1.player.position = index1;
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return true;
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}
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}
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@ -34,6 +34,8 @@ namespace StardewModdingAPI
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public static string CurrentLog { get; private set; }
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public static StreamWriter LogStream { get; private set; }
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public static Texture2D DebugPixel { get; private set; }
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public static SGame gamePtr;
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public static bool ready;
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@ -256,6 +258,10 @@ namespace StardewModdingAPI
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static void Events_LoadContent()
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{
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LogInfo("Initializing Debug Assets...");
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DebugPixel = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1);
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DebugPixel.SetData(new Color[] { Color.White });
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LogColour(ConsoleColor.Magenta, "REGISTERING BASE CUSTOM ITEM");
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SObject so = new SObject();
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so.Name = "Mario Block";
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@ -59,6 +59,7 @@
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Drawing" />
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<Reference Include="System.Windows.Forms" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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@ -26,11 +26,10 @@ C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\Sta
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C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe.config
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C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe
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C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.pdb
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C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Microsoft.QualityTools.Testing.Fakes.dll
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C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Stardew Valley.exe
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C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\xTile.dll
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C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Lidgren.Network.dll
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C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Steamworks.NET.dll
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C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe
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C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.pdb
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C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.csprojResolveAssemblyReference.cache
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C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Microsoft.QualityTools.Testing.Fakes.dll
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