Unit tweaks

This commit is contained in:
Anuken
2020-05-19 21:05:34 -04:00
parent 945be0c524
commit 1bc7454146
7 changed files with 624 additions and 677 deletions

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@ -67,6 +67,7 @@ public class UnitTypes implements ContentList{
hitsize = 8f;
mass = 1.75f;
health = 120;
sway = 0.25f;
weapons.add(new Weapon(){{
reload = 12f;
shootCone = 180f;
@ -136,7 +137,7 @@ public class UnitTypes implements ContentList{
range = 140f;
weapons.add(new Weapon(){{
y = 1.5f;
reload = 28f;
reload = 15f;
alternate = true;
ejectEffect = Fx.shellEjectSmall;
bullet = Bullets.standardCopper;
@ -144,6 +145,31 @@ public class UnitTypes implements ContentList{
}});
}};
ghoul = new UnitType("ghoul"){{
health = 220;
speed = 2f;
mass = 3f;
accel = 0.08f;
drag = 0.016f;
flying = true;
targetAir = false;
engineOffset = 7.8f;
range = 140f;
faceTarget = false;
weapons.add(new Weapon(){{
shootY = 0f;
shootX = 0f;
reload = 6f;
shootCone = 180f;
alternate = true;
ejectEffect = Fx.none;
inaccuracy = 40f;
ignoreRotation = true;
bullet = Bullets.bombExplosive;
shootSound = Sounds.none;
}});
}};
reaper = new UnitType("reaper"){{
speed = 1.1f;
accel = 0.08f;
@ -235,50 +261,6 @@ public class UnitTypes implements ContentList{
/*
fortress = new UnitType("fortress", GroundUnit::new){{
maxVelocity = 0.78f;
speed = 0.15f;
drag = 0.4f;
mass = 5f;
hitsize = 10f;
rotatespeed = 0.06f;
targetAir = false;
health = 750;
weapons.add(new Weapon("artillery"){{
length = 1f;
reload = 60f;
width = 10f;
alternate = true;
recoil = 4f;
shake = 2f;
ejectEffect = Fx.shellEjectMedium;
bullet = Bullets.artilleryUnit;
shootSound = Sounds.artillery;
}});
}};
eruptor = new UnitType("eruptor", GroundUnit::new){{
maxVelocity = 0.81f;
speed = 0.16f;
drag = 0.4f;
mass = 5f;
hitsize = 9f;
rotatespeed = 0.05f;
targetAir = false;
health = 600;
immunities = ObjectSet.with(StatusEffects.burning, StatusEffects.melting);
weapons.add(new Weapon("eruption"){{
length = 3f;
reload = 10f;
alternate = true;
ejectEffect = Fx.none;
bullet = Bullets.eruptorShot;
recoil = 1f;
width = 7f;
shootSound = Sounds.flame;
}});
}};
chaosArray = new UnitType("chaos-array", GroundUnit::new){{
maxVelocity = 0.68f;
speed = 0.12f;
@ -328,49 +310,6 @@ public class UnitTypes implements ContentList{
}});
}};
wraith = new UnitType("wraith", FlyingUnit::new){{
speed = 0.3f;
maxVelocity = 1.9f;
drag = 0.01f;
mass = 1.5f;
flying = true;
health = 75;
engineOffset = 5.5f;
range = 140f;
weapons.add(new Weapon(){{
length = 1.5f;
reload = 28f;
alternate = true;
ejectEffect = Fx.shellEjectSmall;
bullet = Bullets.standardCopper;
shootSound = Sounds.shoot;
}});
}};
ghoul = new UnitType("ghoul", FlyingUnit::new){{
health = 220;
speed = 0.2f;
maxVelocity = 1.4f;
mass = 3f;
drag = 0.01f;
flying = true;
targetAir = false;
engineOffset = 7.8f;
range = 140f;
weapons.add(new Weapon(){{
length = 0f;
width = 2f;
reload = 12f;
alternate = true;
ejectEffect = Fx.none;
velocityRnd = 1f;
inaccuracy = 40f;
ignoreRotation = true;
bullet = Bullets.bombExplosive;
shootSound = Sounds.none;
}});
}};
revenant = new UnitType("revenant", HoverUnit::new){{
health = 1000;
mass = 5f;

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@ -564,7 +564,7 @@ public class DesktopInput extends InputHandler{
movement.set(xa, ya).nor().scl(speed);
float mouseAngle = Angles.mouseAngle(unit.x(), unit.y());
boolean aimCursor = omni && isShooting && unit.type().hasWeapons();
boolean aimCursor = omni && isShooting && unit.type().hasWeapons() && unit.type().faceTarget;
if(aimCursor){
unit.lookAt(mouseAngle);

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@ -35,6 +35,7 @@ public class UnitType extends UnlockableContent{
public float health = 200f, range = -1;
public boolean targetAir = true, targetGround = true;
public boolean faceTarget = true, isCounted = true;
public float sway = 1f;
public int itemCapacity = 30;
public int drillTier = -1;
@ -136,7 +137,7 @@ public class UnitType extends UnlockableContent{
drawLegs(legs);
float ft = Mathf.sin(legs.walkTime(), 3f, 3f);
legOffset.trns(legs.baseRotation(), 0f, ft * 0.18f);
legOffset.trns(legs.baseRotation(), 0f, ft * 0.18f * sway);
unit.trns(legOffset.x, legOffset.y);
}