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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-09-10 20:53:48 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-11-16 17:30:45 -0500
commit02300fcaa8cb434d56f4a31f071b33f0003e0b88 (patch)
tree3a92d7a6fee054799ddaefdbb4175dd1a9438e7e /src
parent6e46990ed116e55e95de58047753b4fe1c3dcaf6 (diff)
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update for more draw changes (#638)
Diffstat (limited to 'src')
-rw-r--r--src/SMAPI/Framework/SGame.cs32
1 files changed, 23 insertions, 9 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 0d518564..07b06bab 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -1012,14 +1012,17 @@ namespace StardewModdingAPI.Framework
for (int index = 0; index < Game1.currentLightSources.Count; ++index)
{
LightSource lightSource = Game1.currentLightSources.ElementAt<LightSource>(index);
- if (lightSource.PlayerID != 0L && lightSource.PlayerID != Game1.player.UniqueMultiplayerID)
+ if ((!Game1.isDarkOut() || lightSource.lightContext.Value != LightSource.LightContext.WindowLight) && !Game1.isRaining)
{
- Farmer farmerMaybeOffline = Game1.getFarmerMaybeOffline(lightSource.PlayerID);
- if (farmerMaybeOffline == null || farmerMaybeOffline.currentLocation != null && farmerMaybeOffline.currentLocation.Name != Game1.currentLocation.Name || (bool)((NetFieldBase<bool, NetBool>)farmerMaybeOffline.hidden))
- continue;
+ if (lightSource.PlayerID != 0L && lightSource.PlayerID != Game1.player.UniqueMultiplayerID)
+ {
+ Farmer farmerMaybeOffline = Game1.getFarmerMaybeOffline(lightSource.PlayerID);
+ if (farmerMaybeOffline == null || farmerMaybeOffline.currentLocation != null && farmerMaybeOffline.currentLocation.Name != Game1.currentLocation.Name || (bool)((NetFieldBase<bool, NetBool>)farmerMaybeOffline.hidden))
+ continue;
+ }
+ if (Utility.isOnScreen((Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position), (int)((double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) * 64.0 * 4.0)))
+ Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position)) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds), (Microsoft.Xna.Framework.Color)((NetFieldBase<Microsoft.Xna.Framework.Color, NetColor>)Game1.currentLightSources.ElementAt<LightSource>(index).color), 0.0f, new Vector2((float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.X, (float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.Y), (float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f);
}
- if (Utility.isOnScreen((Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position), (int)((double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) * 64.0 * 4.0)))
- Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position)) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds), (Microsoft.Xna.Framework.Color)((NetFieldBase<Microsoft.Xna.Framework.Color, NetColor>)Game1.currentLightSources.ElementAt<LightSource>(index).color), 0.0f, new Vector2((float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.X, (float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.Y), (float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f);
}
Game1.spriteBatch.End();
this.GraphicsDevice.SetRenderTarget(target_screen);
@@ -1221,10 +1224,21 @@ namespace StardewModdingAPI.Framework
Game1.currentLocation.drawAboveAlwaysFrontLayer(Game1.spriteBatch);
if (Game1.player.CurrentTool != null && Game1.player.CurrentTool is FishingRod && ((Game1.player.CurrentTool as FishingRod).isTimingCast || (double)(Game1.player.CurrentTool as FishingRod).castingChosenCountdown > 0.0 || ((Game1.player.CurrentTool as FishingRod).fishCaught || (Game1.player.CurrentTool as FishingRod).showingTreasure)))
Game1.player.CurrentTool.draw(Game1.spriteBatch);
- if (Game1.isRaining && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.Name.Equals("Desert") && !(Game1.currentLocation is Summit)) && (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2((float)(Game1.viewport.X / 64), (float)(Game1.viewport.Y / 64)))))
+ if (Game1.isRaining && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.Name.Equals("Desert") && !(Game1.currentLocation is Summit)))
{
- for (int index = 0; index < Game1.rainDrops.Length; ++index)
- Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[index].position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Microsoft.Xna.Framework.Color.White);
+ if (this.takingMapScreenshot)
+ {
+ for (int index = 0; index < Game1.rainDrops.Length; ++index)
+ {
+ Vector2 position = new Vector2((float)Game1.random.Next(Game1.viewport.Width - 64), (float)Game1.random.Next(Game1.viewport.Height - 64));
+ Game1.spriteBatch.Draw(Game1.rainTexture, position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Microsoft.Xna.Framework.Color.White);
+ }
+ }
+ else if (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2((float)(Game1.viewport.X / 64), (float)(Game1.viewport.Y / 64))))
+ {
+ for (int index = 0; index < Game1.rainDrops.Length; ++index)
+ Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[index].position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Microsoft.Xna.Framework.Color.White);
+ }
}
Game1.spriteBatch.End();
Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);