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https://github.com/Anuken/Mindustry.git
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Merge remote-tracking branch 'origin/master'
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commit
0d273503be
@ -174,6 +174,8 @@ public class BulletType extends Content implements Cloneable{
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public float fragVelocityMin = 0.2f, fragVelocityMax = 1f;
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/** Random range of frag lifetime as a multiplier. */
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public float fragLifeMin = 1f, fragLifeMax = 1f;
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/** Random offset of frag bullets from the parent bullet. */
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public float fragOffsetMin = 1f, fragOffsetMax = 7f;
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/** Bullet that is created at a fixed interval. */
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public @Nullable BulletType intervalBullet;
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@ -509,7 +511,7 @@ public class BulletType extends Content implements Cloneable{
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public void createFrags(Bullet b, float x, float y){
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if(fragBullet != null && (fragOnAbsorb || !b.absorbed)){
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for(int i = 0; i < fragBullets; i++){
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float len = Mathf.random(1f, 7f);
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float len = Mathf.random(fragOffsetMin, fragOffsetMax);
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float a = b.rotation() + Mathf.range(fragRandomSpread / 2) + fragAngle + ((i - fragBullets/2) * fragSpread);
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fragBullet.create(b, x + Angles.trnsx(a, len), y + Angles.trnsy(a, len), a, Mathf.random(fragVelocityMin, fragVelocityMax), Mathf.random(fragLifeMin, fragLifeMax));
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}
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@ -22,6 +22,7 @@ public class DrawTurret extends DrawBlock{
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public String basePrefix = "";
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/** Overrides the liquid to draw in the liquid region. */
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public @Nullable Liquid liquidDraw;
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public float turretLayer = Layer.turret, shadowLayer = Layer.turret - 0.5f, heatLayer = Layer.turretHeat;
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public TextureRegion base, liquid, top, heat, preview, outline;
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public DrawTurret(String basePrefix){
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@ -52,11 +53,11 @@ public class DrawTurret extends DrawBlock{
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Draw.rect(base, build.x, build.y);
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Draw.color();
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Draw.z(Layer.turret - 0.5f);
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Draw.z(shadowLayer);
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Drawf.shadow(preview, build.x + tb.recoilOffset.x - turret.elevation, build.y + tb.recoilOffset.y - turret.elevation, tb.drawrot());
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Draw.z(Layer.turret);
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Draw.z(turretLayer);
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drawTurret(turret, tb);
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drawHeat(turret, tb);
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@ -64,9 +65,9 @@ public class DrawTurret extends DrawBlock{
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if(parts.size > 0){
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if(outline.found()){
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//draw outline under everything when parts are involved
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Draw.z(Layer.turret - 0.01f);
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Draw.z(turretLayer - 0.01f);
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Draw.rect(outline, build.x + tb.recoilOffset.x, build.y + tb.recoilOffset.y, tb.drawrot());
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Draw.z(Layer.turret);
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Draw.z(turretLayer);
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}
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float progress = tb.progress();
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@ -99,7 +100,7 @@ public class DrawTurret extends DrawBlock{
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public void drawHeat(Turret block, TurretBuild build){
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if(build.heat <= 0.00001f || !heat.found()) return;
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Drawf.additive(heat, block.heatColor.write(Tmp.c1).a(build.heat), build.x + build.recoilOffset.x, build.y + build.recoilOffset.y, build.drawrot(), Layer.turretHeat);
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Drawf.additive(heat, block.heatColor.write(Tmp.c1).a(build.heat), build.x + build.recoilOffset.x, build.y + build.recoilOffset.y, build.drawrot(), heatLayer);
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}
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/** Load any relevant texture regions. */
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