Experimenting with abilities

This commit is contained in:
Anuken 2022-01-16 22:53:58 -05:00
parent b23ea8b965
commit 396c087072
9 changed files with 122 additions and 35 deletions

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@ -495,3 +495,4 @@
63209=ship-assembler|block-ship-assembler-ui
63208=quell-missile|unit-quell-missile-ui
63207=bulwark|unit-bulwark-ui
63206=mech-assembler|block-mech-assembler-ui

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@ -0,0 +1,30 @@
uniform sampler2D u_texture;
uniform float u_time;
uniform float u_progress;
uniform vec4 u_color;
uniform vec2 u_uv;
uniform vec2 u_uv2;
uniform vec2 u_texsize;
varying vec4 v_color;
varying vec2 v_texCoords;
void main(){
vec2 coords = (v_texCoords - u_uv) / (u_uv2 - u_uv);
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
vec4 c = texture2D(u_texture, v_texCoords);
c.a *= u_progress;
if(c.a > 0.01){
float f = step(abs(sin(coords.y*3.0 + u_time)), 0.9);
c.a *= f;
//c.rgb = mix(c.rgb, u_color.rgb, f * u_color.a);
}
// c.a *= (1.0-coords.y);
gl_FragColor = c * v_color;
}

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@ -1,5 +1,3 @@
#define step 3.0
uniform sampler2D u_texture;
uniform float u_time;
@ -12,40 +10,17 @@ uniform vec2 u_texsize;
varying vec4 v_color;
varying vec2 v_texCoords;
bool id(vec4 v){
return v.a > 0.1;
}
bool id(vec2 coords, vec4 base){
vec4 target = texture2D(u_texture, coords);
return target.a < 0.1 || (coords.x < u_uv.x || coords.y < u_uv.y || coords.x > u_uv2.x || coords.y > u_uv2.y);
}
bool cont(vec2 T, vec2 v){
vec4 base = texture2D(u_texture, T);
return base.a > 0.1 &&
(id(T + vec2(0, step) * v, base) || id(T + vec2(0, -step) * v, base) ||
id(T + vec2(step, 0) * v, base) || id(T + vec2(-step, 0) * v, base) ||
id(T + vec2(step, step) * v, base) || id(T + vec2(-step, -step) * v, base) ||
id(T + vec2(step, -step) * v, base) || id(T + vec2(-step, step) * v, base));
}
void main(){
vec2 coords = (v_texCoords.xy - u_uv) / (u_uv2 - u_uv);
vec2 t = v_texCoords.xy;
vec2 coords = (v_texCoords - u_uv) / (u_uv2 - u_uv);
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
vec4 c = texture2D(u_texture, v_texCoords.xy);
vec4 c = texture2D(u_texture, v_texCoords);
float alpha = c.a;
c.a *= u_progress;
if(c.a > 0.01){
float f = abs(sin(coords.x*2.0 + u_time));
if(f > 0.9)
f = 1.0;
else
f = 0.0;
float f = step(abs(sin(coords.x*2.0 + u_time)), 0.9);
c = mix(c, u_color, f * u_color.a);
}

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@ -3295,7 +3295,7 @@ public class Blocks{
tankAssembler = new UnitAssembler("tank-assembler"){{
requirements(Category.units, with(Items.graphite, 10));
size = 5;
plans.add(new AssemblerUnitPlan(UnitTypes.vanquish, 60f * 10f, BlockStack.list(Blocks.thoriumWallLarge, 4, Blocks.duct, 2)));
plans.add(new AssemblerUnitPlan(UnitTypes.vanquish, 60f * 10f, BlockStack.list(Blocks.tungstenWallLarge, 5, Blocks.duct, 2)));
consumes.power(2f);
areaSize = 13;
@ -3307,7 +3307,7 @@ public class Blocks{
shipAssembler = new UnitAssembler("ship-assembler"){{
requirements(Category.units, with(Items.graphite, 10));
size = 5;
plans.add(new AssemblerUnitPlan(UnitTypes.quell, 60f * 4f, BlockStack.list(Blocks.thoriumWallLarge, 4, Blocks.duct, 2)));
plans.add(new AssemblerUnitPlan(UnitTypes.quell, 60f * 4f, BlockStack.list(Blocks.tungstenWallLarge, 5, Blocks.plasmaBore, 2)));
consumes.power(2f);
areaSize = 13;
@ -3316,7 +3316,18 @@ public class Blocks{
}};
//TODO mech assembler
//TODO requirements
mechAssembler = new UnitAssembler("mech-assembler"){{
requirements(Category.units, with(Items.graphite, 10));
size = 5;
plans.add(new AssemblerUnitPlan(UnitTypes.bulwark, 60f * 4f, BlockStack.list(Blocks.tungstenWallLarge, 5, Blocks.duct, 2)));
consumes.power(2f);
areaSize = 13;
//TODO unit production is rarely continuous, can be double
consumes.liquid(Liquids.gallium, 1f / 60f);
}};
basicAssemblerModule = new UnitAssemblerModule("basic-assembler-module"){{
requirements(Category.units, with(Items.graphite, 10));

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@ -2455,7 +2455,7 @@ public class UnitTypes{
sprite = "missile-large";
width = 9.5f;
height = 15f;
lifetime = 32f;
lifetime = 30f;
hitSize = 6f;
shootEffect = Fx.shootTitan;
smokeEffect = Fx.shootSmokeTitan;
@ -2509,7 +2509,8 @@ public class UnitTypes{
outlineColor = Pal.darkOutline;
envDisabled = Env.space;
//TODO shield ability
//TODO shield ability looks bad
//abilities.add(new ArmorPlateAbility());
rotateSpeed = 2.7f;
@ -2549,7 +2550,7 @@ public class UnitTypes{
velocityRnd = 0.33f;
heatColor = Color.red;
bullet = new MissileBulletType(4.2f, 30){{
bullet = new MissileBulletType(4.2f, 34){{
homingPower = 0.2f;
weaveMag = 4;
weaveScale = 4;
@ -2557,7 +2558,7 @@ public class UnitTypes{
//TODO better
shootEffect = Fx.shootBig2;
smokeEffect = Fx.shootSmokeTitan;
splashDamage = 50f;
splashDamage = 40f;
splashDamageRadius = 30f;
frontColor = Color.white;
hitSound = Sounds.none;

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@ -0,0 +1,49 @@
package mindustry.entities.abilities;
import arc.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.math.*;
import arc.util.*;
import mindustry.gen.*;
import mindustry.graphics.*;
public class ArmorPlateAbility extends Ability{
public TextureRegion plateRegion;
public Color color = Color.valueOf("d1efff");
public float healthMultiplier = 0.2f;
public float z = Layer.effect;
protected float warmup;
@Override
public void update(Unit unit){
super.update(unit);
warmup = Mathf.lerpDelta(warmup, unit.isShooting() ? 1f : 0f, 0.1f);
unit.healthMultiplier += warmup * healthMultiplier;
}
@Override
public void draw(Unit unit){
if(warmup > 0.001f){
if(plateRegion == null){
plateRegion = Core.atlas.find(unit.type.name + "-armor", unit.type.region);
}
Draw.draw(z <= 0 ? Draw.z() : z, () -> {
Shaders.armor.region = plateRegion;
Shaders.armor.progress = warmup;
Shaders.armor.time = -Time.time / 20f;
Draw.color(color);
Draw.shader(Shaders.armor);
Draw.rect(Shaders.armor.region, unit.x, unit.y, unit.rotation - 90f);
Draw.shader();
Draw.reset();
});
}
}
}

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@ -19,6 +19,7 @@ public class Shaders{
public static @Nullable ShieldShader shield;
public static BuildBeamShader buildBeam;
public static UnitBuildShader build;
public static UnitArmorShader armor;
public static DarknessShader darkness;
public static LightShader light;
public static SurfaceShader water, mud, tar, slag, cryofluid, space, caustics, arkycite;
@ -42,6 +43,7 @@ public class Shaders{
}
buildBeam = new BuildBeamShader();
build = new UnitBuildShader();
armor = new UnitArmorShader();
darkness = new DarknessShader();
light = new LightShader();
water = new SurfaceShader("water");
@ -200,6 +202,24 @@ public class Shaders{
}
}
public static class UnitArmorShader extends LoadShader{
public float progress, time;
public TextureRegion region;
public UnitArmorShader(){
super("unitarmor", "default");
}
@Override
public void apply(){
setUniformf("u_time", time);
setUniformf("u_progress", progress);
setUniformf("u_uv", region.u, region.v);
setUniformf("u_uv2", region.u2, region.v2);
setUniformf("u_texsize", region.texture.width, region.texture.height);
}
}
public static class BlockBuildShader extends LoadShader{
public float progress;
public TextureRegion region = new TextureRegion();