Fixed drawing glitches with the custom npc renderer. Now just have to get individual assets and make a nice compilation.
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f8517e37c3
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9162091329
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@ -130,13 +130,9 @@ namespace CustomNPCFramework.Framework.ModularNPCS
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/// <param name="layerDepth"></param>
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public void draw(SpriteBatch b, ExtendedNPC npc, Vector2 position, Rectangle sourceRectangle,Color color, float alpha,Vector2 origin,float scale,SpriteEffects effects,float layerDepth)
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{
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Class1.ModMonitor.Log("Position: "+position.ToString());
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Class1.ModMonitor.Log("Source Rec: "+sourceRectangle.ToString());
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Class1.ModMonitor.Log("Depth: "+layerDepth.ToString());
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//DEFINITELY FIX THIS PART. Something is wrong with how these two functions handle the drawing of my npc to the scene.
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this.draw(b, position, layerDepth);
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// b.Draw(this.currentSprite.sprite.Texture,position,sourceRectangle, color* alpha, npc.rotation, origin,scale,effects,layerDepth);
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//this.draw(b, position, layerDepth);
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b.Draw(this.currentSprite.sprite.Texture,position,sourceRectangle, color, 0.0f, origin,scale,effects,layerDepth);
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//b.Draw(this.Sprite.Texture, npc.getLocalPosition(Game1.viewport) + new Vector2((float)(this.sprite.spriteWidth * Game1.pixelZoom / 2), (float)(this.GetBoundingBox().Height / 2)) + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(this.Sprite.SourceRect), Color.White * alpha, this.rotation, new Vector2((float)(this.sprite.spriteWidth / 2), (float)((double)this.sprite.spriteHeight * 3.0 / 4.0)), Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom, this.flip || this.sprite.currentAnimation != null && this.sprite.currentAnimation[this.sprite.currentAnimationIndex].flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.991f : (float)this.getStandingY() / 10000f));
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}
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@ -1,6 +1,7 @@
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using CustomNPCFramework.Framework.NPCS;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using StardewValley;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -178,15 +179,17 @@ namespace CustomNPCFramework.Framework.ModularNPCS.CharacterAnimationBases
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/// <param name="layerDepth"></param>
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public override void draw(SpriteBatch b, ExtendedNPC npc, Vector2 position, Rectangle sourceRectangle, Color color, float alpha, Vector2 origin, float scale, SpriteEffects effects, float layerDepth)
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{
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this.body.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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this.hair.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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this.eyes.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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this.shirt.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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this.pants.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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this.shoes.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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Class1.ModMonitor.Log(sourceRectangle.ToString());
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Vector2 generalOffset = new Vector2(0, 1*Game1.tileSize);
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this.body.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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this.hair.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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this.eyes.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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this.shirt.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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this.pants.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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this.shoes.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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foreach(var accessory in this.accessories)
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{
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accessory.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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accessory.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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}
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}
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@ -137,9 +137,9 @@ namespace CustomNPCFramework.Framework.ModularNPCS.ModularRenderers
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/// <param name="v2"></param>
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/// <param name="spriteEffects"></param>
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/// <param name="v3"></param>
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public virtual void draw(SpriteBatch b, ExtendedNPC extendedNPC, Vector2 vector21, Rectangle? v1, Color white, float rotation, Vector2 vector22, float v2, SpriteEffects spriteEffects, float v3)
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public virtual void draw(SpriteBatch b, ExtendedNPC extendedNPC, Vector2 position, Rectangle? v1, Color white, float rotation, Vector2 origin, float v2, SpriteEffects spriteEffects, float v3)
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{
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this.draw(b, extendedNPC, vector21, new Rectangle(v1.Value.X,v1.Value.Y,v1.Value.Width,v1.Value.Height), white, rotation, vector22, v2, spriteEffects, v3);
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this.draw(b, extendedNPC, position, new Rectangle(0,0,16,32), white, rotation, origin, v2, spriteEffects, v3);
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}
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}
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}
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@ -86,9 +86,15 @@ namespace CustomNPCFramework.Framework.NPCS
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{
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this.characterRenderer = renderer;
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this.portraitInformation = portrait;
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this.portraitInformation.setCharacterPortraitFromThis(this);
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if (this.portraitInformation != null)
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{
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this.portraitInformation.setCharacterPortraitFromThis(this);
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}
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this.spriteInformation = sprite;
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this.spriteInformation.setCharacterSpriteFromThis(this);
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if (this.spriteInformation != null)
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{
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this.spriteInformation.setCharacterSpriteFromThis(this);
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}
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this.swimming = false;
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}
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@ -427,7 +433,7 @@ namespace CustomNPCFramework.Framework.NPCS
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{
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//FIX THIS LINE WITH LAYER DEPTH!!!
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//Shadow???
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this.characterRenderer.draw(b,this, this.getLocalPosition(Game1.viewport) + new Vector2((float)(this.sprite.spriteWidth * Game1.pixelZoom / 2), (float)(this.GetBoundingBox().Height / 2)) + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(this.Sprite.SourceRect), Color.White * alpha, this.rotation, new Vector2((float)(this.sprite.spriteWidth / 2), (float)((double)this.sprite.spriteHeight * 3.0 / 4.0)), Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom, this.flip || this.sprite.currentAnimation != null && this.sprite.currentAnimation[this.sprite.currentAnimationIndex].flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.991f : (float)this.getStandingY() / 10000f));
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//this.characterRenderer.draw(b,this, this.getLocalPosition(Game1.viewport) + new Vector2((float)(this.sprite.spriteWidth * Game1.pixelZoom / 2), (float)(this.GetBoundingBox().Height / 2)) + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(this.Sprite.SourceRect), Color.White * alpha, this.rotation, new Vector2((float)(this.sprite.spriteWidth / 2), (float)((double)this.sprite.spriteHeight * 3.0 / 4.0)), Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom, this.flip || this.sprite.currentAnimation != null && this.sprite.currentAnimation[this.sprite.currentAnimationIndex].flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.991f : (float)this.getStandingY() / 10000f));
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}
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//If the npc breathes then this code is ran.
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if (this.breather && this.shakeTimer <= 0 && (!this.swimming && this.sprite.CurrentFrame < 16) && !this.farmerPassesThrough)
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@ -452,8 +458,9 @@ namespace CustomNPCFramework.Framework.NPCS
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}
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float num = Math.Max(0.0f, (float)(Math.Ceiling(Math.Sin(Game1.currentGameTime.TotalGameTime.TotalMilliseconds / 600.0 + (double)this.DefaultPosition.X * 20.0)) / 4.0));
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//The actual character drawing to the screen?
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this.characterRenderer.draw(b, this, this.getLocalPosition(Game1.viewport) + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(sourceRect), Color.White * alpha, this.rotation,Vector2.Zero, Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom + num, this.flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.992f : (float)((double)this.getStandingY() / 10000.0 + 1.0 / 1000.0)));
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//this.characterRenderer.draw(b,this, this.getLocalPosition(Game1.viewport) + vector2 + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(sourceRect), Color.White * alpha, this.rotation, new Vector2((float)(sourceRect.Width / 2), (float)(sourceRect.Height / 2 + 1)), Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom + num, this.flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.992f : (float)((double)this.getStandingY() / 10000.0 + 1.0 / 1000.0)));
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this.characterRenderer.draw(b, this, this.getLocalPosition(Game1.viewport) + vector2 + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(sourceRect), Color.White * alpha, this.rotation, new Vector2((float)(sourceRect.Width / 2), (float)(sourceRect.Height / 2 + 1)), Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom + num, this.flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, .99f);
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//this.characterRenderer.draw(b, this, this.getLocalPosition(Game1.viewport) + vector2 + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(sourceRect), Color.White * alpha, this.rotation, new Vector2((float)(sourceRect.Width / 2), (float)(sourceRect.Height / 2 + 1)), Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom + num, this.flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, .99f);
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}
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//Checks if the npc is glowing.
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@ -468,11 +475,17 @@ namespace CustomNPCFramework.Framework.NPCS
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b.Draw(Game1.emoteSpriteSheet, localPosition1, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(this.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, this.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16)), Color.White, 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, (float)this.getStandingY() / 10000f);
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}
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/// <summary>
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/// Used to draw the sprite without the modular npc renderer
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/// </summary>
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/// <param name="b"></param>
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/// <param name="alpha"></param>
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public virtual void drawNonModularSprite(SpriteBatch b, float alpha = 1f)
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{
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if (this.sprite == null || this.isInvisible || !Utility.isOnScreen(this.position, 2 * Game1.tileSize))
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return;
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//Swimming just has a height difference on the sprite.
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if (this.swimming)
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{
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b.Draw(this.Sprite.Texture, this.getLocalPosition(Game1.viewport) + new Vector2((float)(Game1.tileSize / 2), (float)(Game1.tileSize + Game1.tileSize / 4 + this.yJumpOffset * 2)) + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero) - new Vector2(0.0f, this.yOffset), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(this.sprite.SourceRect.X, this.sprite.SourceRect.Y, this.sprite.SourceRect.Width, this.sprite.SourceRect.Height / 2 - (int)((double)this.yOffset / (double)Game1.pixelZoom))), Color.White, this.rotation, new Vector2((float)(Game1.tileSize / 2), (float)(Game1.tileSize * 3 / 2)) / 4f, Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom, this.flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.991f : (float)this.getStandingY() / 10000f));
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@ -18,7 +18,8 @@ namespace CustomNPCFramework.Framework.NPCS
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this.stock = Stock;
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}
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public MerchantNPC(List<Item> Stock, ExtendedNPC npcBase): base(npcBase.spriteInformation, npcBase.portraitInformation, npcBase.position, npcBase.facingDirection, npcBase.name)
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public MerchantNPC(List<Item> Stock, ExtendedNPC npcBase) : base(npcBase.spriteInformation, npcBase.characterRenderer, npcBase.portraitInformation, npcBase.position, npcBase.facingDirection, npcBase.name)
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{
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this.stock = Stock;
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}
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