Settings menu layout improved / Rule dialog improvements

This commit is contained in:
Anuken
2019-04-21 22:39:56 -04:00
parent 819262c93f
commit 0382c35ac0
17 changed files with 1595 additions and 1548 deletions

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@ -442,14 +442,14 @@ setting.difficulty.name = Difficulty:
setting.screenshake.name = Screen Shake
setting.effects.name = Display Effects
setting.sensitivity.name = Controller Sensitivity
setting.saveinterval.name = Autosave Interval
setting.saveinterval.name = Save Interval
setting.seconds = {0} Seconds
setting.fullscreen.name = Fullscreen
setting.borderless.name = Borderless Window
setting.fps.name = Show FPS
setting.vsync.name = VSync
setting.lasers.name = Show Power Lasers
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance, disables animations)
setting.pixelate.name = Pixelate[LIGHT_GRAY] (disables animations)
setting.minimap.name = Show Minimap
setting.musicvol.name = Music Volume
setting.mutemusic.name = Mute Music
@ -520,6 +520,7 @@ rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
rules.buildcostmultiplier = Build Cost Multiplier
rules.buildspeedmultiplier = Build Speed Multiplier
rules.waitForWaveToEnd = Waves wait for enemies
rules.dropzoneradius = Drop Zone Radius:[LIGHT_GRAY] (tiles)
rules.respawns = Max respawns per wave
rules.limitedRespawns = Limit Respawns
rules.title.waves = Waves

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@ -281,6 +281,7 @@
font: default-font-chat,
fontColor: white,
disabledFontColor: gray,
disabledBackground: underline-disabled,
selection: selection,
background: underline,
invalidBackground: underline-red,
@ -305,9 +306,12 @@
checkboxOff: check-off,
checkboxOnOver: check-on-over,
checkboxOver: check-over,
checkboxOnDisabled: check-on-disabled,
checkboxOffDisabled: check-disabled,
font: default-font,
fontColor: white,
disabledFontColor: gray
disabledFontColor: gray,
}
}
}

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@ -21,7 +21,6 @@ import java.io.*;
import static io.anuke.mindustry.Vars.*;
public class WaveSpawner{
private static final float shockwaveBase = 380f, shockwaveRand = 0f, maxShockwaveDst = shockwaveBase + shockwaveRand;
private Array<FlyerSpawn> flySpawns = new Array<>();
private Array<GroundSpawn> groundSpawns = new Array<>();
private IntArray loadedSpawns = new IntArray();
@ -56,7 +55,7 @@ public class WaveSpawner{
/** @return true if the player is near a ground spawn point. */
public boolean playerNear(){
return groundSpawns.count(g -> Mathf.dst(g.x * tilesize, g.y * tilesize, player.x, player.y) < maxShockwaveDst) > 0;
return groundSpawns.count(g -> Mathf.dst(g.x * tilesize, g.y * tilesize, player.x, player.y) < state.rules.dropZoneRadius) > 0;
}
public void spawnEnemies(){
@ -98,7 +97,7 @@ public class WaveSpawner{
}
Time.run(20f, () -> Effects.effect(Fx.spawnShockwave, spawn.x * tilesize, spawn.y * tilesize));
//would be interesting to see player structures survive this without hacks
Time.run(40f, () -> Damage.damage(waveTeam, spawn.x * tilesize, spawn.y * tilesize, shockwaveBase + Mathf.random(shockwaveRand), 99999999f, true));
Time.run(40f, () -> Damage.damage(waveTeam, spawn.x * tilesize, spawn.y * tilesize, state.rules.dropZoneRadius, 99999999f, true));
}
}
}

View File

@ -37,6 +37,8 @@ public class Rules{
public float buildSpeedMultiplier = 1f;
/** No-build zone around enemy core radius. */
public float enemyCoreBuildRadius = 400f;
/** Radius around enemy wave drop zones.*/
public float dropZoneRadius = 380f;
/** Player respawn time in ticks. */
public float respawnTime = 60 * 4;
/** Time between waves in ticks. */

View File

@ -1,13 +1,9 @@
package io.anuke.mindustry.ui.dialogs;
import io.anuke.arc.function.BooleanConsumer;
import io.anuke.arc.function.BooleanProvider;
import io.anuke.arc.function.FloatConsumer;
import io.anuke.arc.function.FloatProvider;
import io.anuke.arc.function.*;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.scene.ui.layout.Table;
import io.anuke.arc.util.Strings;
import io.anuke.arc.util.Structs;
import io.anuke.mindustry.core.Platform;
import io.anuke.mindustry.game.Gamemode;
import io.anuke.mindustry.game.Rules;
@ -44,37 +40,48 @@ public class CustomRulesDialog extends FloatingDialog{
}).size(300f, 50f);
main.left().defaults().fillX().left().pad(5);
main.row();
title("$rules.title.waves");
check("$rules.waves", b -> rules.waves = b, () -> rules.waves, ()-> true);
check("$rules.waves", b -> rules.waves = b, () -> rules.waves);
check("$rules.wavetimer", b -> rules.waveTimer = b, () -> rules.waveTimer, () -> rules.waves);
check("$rules.waitForWaveToEnd", b -> rules.waitForWaveToEnd = b, () -> rules.waitForWaveToEnd, () -> rules.waves);
number("$rules.wavespacing", f -> rules.waveSpacing = f * 60f, () -> rules.waveSpacing / 60f, () -> rules.waves);
number("$rules.wavespacing", false, f -> rules.waveSpacing = f * 60f, () -> rules.waveSpacing / 60f, () -> rules.waves);
number("$rules.dropzoneradius", false, f -> rules.dropZoneRadius = f * tilesize, () -> rules.dropZoneRadius / tilesize, () -> rules.waves);
title("$rules.title.respawns");
check("$rules.limitedRespawns", b -> rules.limitedRespawns= b, () -> rules.limitedRespawns, () -> true);
integer("$rules.respawns", f -> rules.respawns = (int) f, () -> rules.respawns, () -> rules.limitedRespawns);
number("$rules.respawntime", f -> rules.respawnTime = f * 60f, () -> rules.respawnTime / 60f, () -> true);
check("$rules.limitedRespawns", b -> rules.limitedRespawns= b, () -> rules.limitedRespawns);
number("$rules.respawns", true, f -> rules.respawns = (int) f, () -> rules.respawns, () -> rules.limitedRespawns);
number("$rules.respawntime", f -> rules.respawnTime = f * 60f, () -> rules.respawnTime / 60f);
title("$rules.title.resourcesbuilding");
check("$rules.infiniteresources", b -> rules.infiniteResources = b, () -> rules.infiniteResources, () -> true);
number("$rules.buildcostmultiplier", f -> rules.buildCostMultiplier = f, () -> rules.buildCostMultiplier, () -> !rules.infiniteResources);
number("$rules.buildspeedmultiplier", f -> rules.buildSpeedMultiplier = f, () -> rules.buildSpeedMultiplier, () -> true);
check("$rules.infiniteresources", b -> rules.infiniteResources = b, () -> rules.infiniteResources);
number("$rules.buildcostmultiplier", false, f -> rules.buildCostMultiplier = f, () -> rules.buildCostMultiplier, () -> !rules.infiniteResources);
number("$rules.buildspeedmultiplier", f -> rules.buildSpeedMultiplier = f, () -> rules.buildSpeedMultiplier);
title("$rules.title.player");
number("$rules.playerdamagemultiplier", f -> rules.playerDamageMultiplier = f, () -> rules.playerDamageMultiplier, () -> true);
number("$rules.playerhealthmultiplier", f -> rules.playerHealthMultiplier = f, () -> rules.playerHealthMultiplier, () -> true);
number("$rules.playerdamagemultiplier", f -> rules.playerDamageMultiplier = f, () -> rules.playerDamageMultiplier);
number("$rules.playerhealthmultiplier", f -> rules.playerHealthMultiplier = f, () -> rules.playerHealthMultiplier);
title("$rules.title.unit");
check("$rules.unitdrops", b -> rules.unitDrops = b, () -> rules.unitDrops, ()->true);
number("$rules.unitbuildspeedmultiplier", f -> rules.unitBuildSpeedMultiplier = f, () -> rules.unitBuildSpeedMultiplier, ()->true);
number("$rules.unithealthmultiplier", f -> rules.unitHealthMultiplier = f, () -> rules.unitHealthMultiplier, ()->true);
number("$rules.unitdamagemultiplier", f -> rules.unitDamageMultiplier = f, () -> rules.unitDamageMultiplier, ()->true);
number("$rules.unitbuildspeedmultiplier", f -> rules.unitBuildSpeedMultiplier = f, () -> rules.unitBuildSpeedMultiplier);
number("$rules.unithealthmultiplier", f -> rules.unitHealthMultiplier = f, () -> rules.unitHealthMultiplier);
number("$rules.unitdamagemultiplier", f -> rules.unitDamageMultiplier = f, () -> rules.unitDamageMultiplier);
title("$rules.title.enemy");
number("$rules.enemycorebuildradius", f -> rules.enemyCoreBuildRadius = f * tilesize, () -> Math.min(rules.enemyCoreBuildRadius / tilesize, 200), ()->true);
number("$rules.enemycorebuildradius", f -> rules.enemyCoreBuildRadius = f * tilesize, () -> Math.min(rules.enemyCoreBuildRadius / tilesize, 200));
}
void number(String text, FloatConsumer cons, FloatProvider prov, BooleanProvider condition){
void number(String text, FloatConsumer cons, FloatProvider prov){
number(text, false, cons, prov, () -> true);
}
void number(String text, boolean integer, FloatConsumer cons, FloatProvider prov, BooleanProvider condition){
main.table(t -> {
t.left();
t.add(text).left().padRight(5)
.update(a->a.setColor(condition.get() ? Color.WHITE : Color.GRAY));
Platform.instance.addDialog(t.addField(prov.get() + "", s -> cons.accept(Strings.parseFloat(s)))
Platform.instance.addDialog(t.addField((integer ? (int)prov.get() : prov.get()) + "", s -> cons.accept(Strings.parseFloat(s)))
.padRight(100f)
.update(a -> a.setDisabled(!condition.get()))
.valid(Strings::canParsePositiveFloat).width(120f) .left().get());
@ -82,17 +89,8 @@ public class CustomRulesDialog extends FloatingDialog{
main.row();
}
void integer(String text, FloatConsumer cons, FloatProvider prov, BooleanProvider condition){
main.table(t -> {
t.left();
t.add(text).left().padRight(5)
.update(a->a.setColor(condition.get() ? Color.WHITE : Color.GRAY));
Platform.instance.addDialog(t.addField(((int) prov.get()) + "", s -> cons.accept(Strings.parseFloat(s)))
.padRight(100f)
.update(a -> a.setDisabled(!condition.get()))
.valid(Strings::canParsePostiveInt).width(120f) .left().get());
}).padTop(0);
main.row();
void check(String text, BooleanConsumer cons, BooleanProvider prov){
check(text, cons, prov, () -> true);
}
void check(String text, BooleanConsumer cons, BooleanProvider prov, BooleanProvider condition){

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@ -49,8 +49,7 @@ public class SettingsMenuDialog extends SettingsDialog{
setFillParent(true);
title.setAlignment(Align.center);
titleTable.row();
titleTable.add(new Image("white"))
.growX().height(3f).pad(4f).get().setColor(Pal.accent);
titleTable.add(new Image("white")).growX().height(3f).pad(4f).get().setColor(Pal.accent);
cont.clearChildren();
cont.remove();