Naval unit sprites complete

This commit is contained in:
Anuken 2020-07-17 16:41:46 -04:00
parent d02268d347
commit 60ce8ca935
18 changed files with 2246 additions and 2034 deletions

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@ -504,6 +504,29 @@ public class Fx{
}),
massiveExplosion = new Effect(30, e -> {
color(Pal.missileYellow);
e.scaled(7, i -> {
stroke(3f * i.fout());
Lines.circle(e.x, e.y, 4f + i.fin() * 30f);
});
color(Color.gray);
randLenVectors(e.id, 8, 2f + 30f * e.finpow(), (x, y) -> {
Fill.circle(e.x + x, e.y + y, e.fout() * 4f + 0.5f);
});
color(Pal.missileYellowBack);
stroke(1f * e.fout());
randLenVectors(e.id + 1, 6, 1f + 29f * e.finpow(), (x, y) -> {
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 4f);
});
}),
artilleryTrail = new Effect(50, e -> {
color(e.color);
Fill.circle(e.x, e.y, e.rotation * e.fout());

View File

@ -673,6 +673,8 @@ public class UnitTypes implements ContentList{
drag = 0.13f;
hitsize = 9f;
health = 220;
accel = 0.4f;
rotateSpeed = 3.3f;
immunities = ObjectSet.with(StatusEffects.wet);
trailLength = 20;
@ -720,11 +722,14 @@ public class UnitTypes implements ContentList{
hitsize = 11f;
health = 430;
armor = 4f;
accel = 0.3f;
rotateSpeed = 2.6f;
immunities = ObjectSet.with(StatusEffects.wet);
trailLength = 20;
trailX = 5.5f;
trailY = -4f;
trailScl = 2f;
trailScl = 1.9f;
abilities.add(new StatusFieldAbility(StatusEffects.overclock, 60f * 6, 60f * 6f, 60f));
@ -753,17 +758,92 @@ public class UnitTypes implements ContentList{
}};
bryde = new UnitType("bryde"){{
speed = 1.3f;
drag = 0.1f;
hitsize = 8f;
speed = 0.85f;
accel = 0.2f;
rotateSpeed = 1.8f;
drag = 0.17f;
hitsize = 14f;
health = 130;
immunities = ObjectSet.with(StatusEffects.wet);
weapons.add(new Weapon("mount-weapon"){{
reload = 10f;
x = 1.25f;
trailLength = 22;
trailX = 7f;
trailY = -9f;
trailScl = 1.5f;
abilities.add(new HealFieldAbility(22f, 60f * 5, 70f));
weapons.add(new Weapon("large-artillery"){{
reload = 60f;
mirror = false;
x = 0f;
y = -2.5f;
rotateSpeed = 1.7f;
rotate = true;
ejectEffect = Fx.shellEjectSmall;
bullet = Bullets.standardCopper;
shootY = 7f;
shake = 5f;
recoil = 4f;
shots = 1;
inaccuracy = 3f;
ejectEffect = Fx.shellEjectBig;
bullet = new ArtilleryBulletType(3.2f, 12){{
trailMult = 0.8f;
hitEffect = Fx.massiveExplosion;
knockback = 1.5f;
lifetime = 140f;
height = 17f;
width = 15f;
collidesTiles = false;
ammoMultiplier = 4f;
splashDamageRadius = 60f;
splashDamage = 75f;
backColor = Pal.missileYellowBack;
frontColor = Pal.missileYellow;
trailEffect = Fx.artilleryTrail;
trailSize = 6f;
hitShake = 4f;
shootEffect = Fx.shootBig2;
status = StatusEffects.blasted;
statusDuration = 60f;
}};
}});
weapons.add(new Weapon("missiles-mount"){{
reload = 20f;
x = 8.5f;
y = -9f;
rotateSpeed = 4f;
rotate = true;
shots = 2;
shotDelay = 3f;
inaccuracy = 5f;
velocityRnd = 0.1f;
ejectEffect = Fx.none;
bullet = new MissileBulletType(2.7f, 12){{
width = 8f;
height = 8f;
shrinkY = 0f;
drag = -0.003f;
homingRange = 60f;
keepVelocity = false;
splashDamageRadius = 25f;
splashDamage = 10f;
lifetime = 80f;
trailColor = Color.gray;
backColor = Pal.bulletYellowBack;
frontColor = Pal.bulletYellow;
hitEffect = Fx.blastExplosion;
despawnEffect = Fx.blastExplosion;
weaveScale = 8f;
weaveMag = 1f;
}};
}});
}};

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@ -6,6 +6,7 @@ import mindustry.gen.*;
//TODO scale velocity depending on fslope()
public class ArtilleryBulletType extends BasicBulletType{
public float trailMult = 1f, trailSize = 4f;
public ArtilleryBulletType(float speed, float damage, String bulletSprite){
super(speed, damage, bulletSprite);
@ -19,6 +20,10 @@ public class ArtilleryBulletType extends BasicBulletType{
trailEffect = Fx.artilleryTrail;
}
public ArtilleryBulletType(float speed, float damage){
this(speed, damage, "shell");
}
public ArtilleryBulletType(){
this(1f, 1f, "shell");
}
@ -27,8 +32,8 @@ public class ArtilleryBulletType extends BasicBulletType{
public void update(Bullet b){
super.update(b);
if(b.timer(0, 3 + b.fslope() * 2f)){
trailEffect.at(b.x, b.y, b.fslope() * 4f, backColor);
if(b.timer(0, (3 + b.fslope() * 2f) * trailMult)){
trailEffect.at(b.x, b.y, b.fslope() * trailSize, backColor);
}
}

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@ -41,7 +41,7 @@ abstract class WaterMoveComp implements Posc, Velc, Hitboxc, Flyingc, Unitc{
Draw.z(Layer.debris);
Floor floor = floorOn();
Color color = Tmp.c1.set(floor.mapColor).mul(1.7f);
Color color = Tmp.c1.set(floor.mapColor).mul(1.5f);
trailColor.lerp(color, Mathf.clamp(Time.delta() * 0.04f));
tleft.draw(trailColor, type.trailScl);