Fixed drawing glitches with the custom npc renderer. Now just have to get individual assets and make a nice compilation.

This commit is contained in:
2018-03-17 21:49:22 -07:00
parent f8517e37c3
commit 9162091329
5 changed files with 34 additions and 21 deletions

View File

@ -130,13 +130,9 @@ namespace CustomNPCFramework.Framework.ModularNPCS
/// <param name="layerDepth"></param>
public void draw(SpriteBatch b, ExtendedNPC npc, Vector2 position, Rectangle sourceRectangle,Color color, float alpha,Vector2 origin,float scale,SpriteEffects effects,float layerDepth)
{
Class1.ModMonitor.Log("Position: "+position.ToString());
Class1.ModMonitor.Log("Source Rec: "+sourceRectangle.ToString());
Class1.ModMonitor.Log("Depth: "+layerDepth.ToString());
//DEFINITELY FIX THIS PART. Something is wrong with how these two functions handle the drawing of my npc to the scene.
this.draw(b, position, layerDepth);
// b.Draw(this.currentSprite.sprite.Texture,position,sourceRectangle, color* alpha, npc.rotation, origin,scale,effects,layerDepth);
//this.draw(b, position, layerDepth);
b.Draw(this.currentSprite.sprite.Texture,position,sourceRectangle, color, 0.0f, origin,scale,effects,layerDepth);
//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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@ -1,6 +1,7 @@
using CustomNPCFramework.Framework.NPCS;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using StardewValley;
using System;
using System.Collections.Generic;
using System.Linq;
@ -178,15 +179,17 @@ namespace CustomNPCFramework.Framework.ModularNPCS.CharacterAnimationBases
/// <param name="layerDepth"></param>
public override void draw(SpriteBatch b, ExtendedNPC npc, Vector2 position, Rectangle sourceRectangle, Color color, float alpha, Vector2 origin, float scale, SpriteEffects effects, float layerDepth)
{
this.body.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
this.hair.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
this.eyes.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
this.shirt.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
this.pants.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
this.shoes.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
Class1.ModMonitor.Log(sourceRectangle.ToString());
Vector2 generalOffset = new Vector2(0, 1*Game1.tileSize);
this.body.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
this.hair.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
this.eyes.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
this.shirt.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
this.pants.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
this.shoes.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
foreach(var accessory in this.accessories)
{
accessory.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
accessory.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
}
}

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@ -137,9 +137,9 @@ namespace CustomNPCFramework.Framework.ModularNPCS.ModularRenderers
/// <param name="v2"></param>
/// <param name="spriteEffects"></param>
/// <param name="v3"></param>
public virtual void draw(SpriteBatch b, ExtendedNPC extendedNPC, Vector2 vector21, Rectangle? v1, Color white, float rotation, Vector2 vector22, float v2, SpriteEffects spriteEffects, float v3)
public virtual void draw(SpriteBatch b, ExtendedNPC extendedNPC, Vector2 position, Rectangle? v1, Color white, float rotation, Vector2 origin, float v2, SpriteEffects spriteEffects, float v3)
{
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);
this.draw(b, extendedNPC, position, new Rectangle(0,0,16,32), white, rotation, origin, v2, spriteEffects, v3);
}
}
}

View File

@ -86,9 +86,15 @@ namespace CustomNPCFramework.Framework.NPCS
{
this.characterRenderer = renderer;
this.portraitInformation = portrait;
this.portraitInformation.setCharacterPortraitFromThis(this);
if (this.portraitInformation != null)
{
this.portraitInformation.setCharacterPortraitFromThis(this);
}
this.spriteInformation = sprite;
this.spriteInformation.setCharacterSpriteFromThis(this);
if (this.spriteInformation != null)
{
this.spriteInformation.setCharacterSpriteFromThis(this);
}
this.swimming = false;
}
@ -427,7 +433,7 @@ namespace CustomNPCFramework.Framework.NPCS
{
//FIX THIS LINE WITH LAYER DEPTH!!!
//Shadow???
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));
//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));
}
//If the npc breathes then this code is ran.
if (this.breather && this.shakeTimer <= 0 && (!this.swimming && this.sprite.CurrentFrame < 16) && !this.farmerPassesThrough)
@ -452,8 +458,9 @@ namespace CustomNPCFramework.Framework.NPCS
}
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));
//The actual character drawing to the screen?
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)));
//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)));
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);
//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);
}
//Checks if the npc is glowing.
@ -468,11 +475,17 @@ namespace CustomNPCFramework.Framework.NPCS
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);
}
/// <summary>
/// Used to draw the sprite without the modular npc renderer
/// </summary>
/// <param name="b"></param>
/// <param name="alpha"></param>
public virtual void drawNonModularSprite(SpriteBatch b, float alpha = 1f)
{
if (this.sprite == null || this.isInvisible || !Utility.isOnScreen(this.position, 2 * Game1.tileSize))
return;
//Swimming just has a height difference on the sprite.
if (this.swimming)
{
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
this.stock = Stock;
}
public MerchantNPC(List<Item> Stock, ExtendedNPC npcBase): base(npcBase.spriteInformation, npcBase.portraitInformation, npcBase.position, npcBase.facingDirection, npcBase.name)
public MerchantNPC(List<Item> Stock, ExtendedNPC npcBase) : base(npcBase.spriteInformation, npcBase.characterRenderer, npcBase.portraitInformation, npcBase.position, npcBase.facingDirection, npcBase.name)
{
this.stock = Stock;
}