Fixed lighting not rendering / Fixed engine colors

This commit is contained in:
Anuken
2019-02-05 22:11:02 -05:00
parent 6217ae78e3
commit 6ea90ea828
5 changed files with 25 additions and 33 deletions

View File

@ -386,7 +386,7 @@ public class Blocks implements ContentList{
craftEffect = Fx.smeltsmoke; craftEffect = Fx.smeltsmoke;
output = Items.surgealloy; output = Items.surgealloy;
craftTime = 75f; craftTime = 75f;
size = 2; size = 3;
consumes.power(4f); consumes.power(4f);
consumes.items(new ItemStack(Items.titanium, 2), new ItemStack(Items.lead, 4), new ItemStack(Items.silicon, 3), new ItemStack(Items.copper, 3)); consumes.items(new ItemStack(Items.titanium, 2), new ItemStack(Items.lead, 4), new ItemStack(Items.silicon, 3), new ItemStack(Items.copper, 3));

View File

@ -35,7 +35,7 @@ public class Mechs implements ContentList{
mass = 1.2f; mass = 1.2f;
speed = 0.5f; speed = 0.5f;
boostSpeed = 0.85f; boostSpeed = 0.85f;
trailColorTo = Color.valueOf("ffd37f"); engineColor = Color.valueOf("ffd37f");
health = 250f; health = 250f;
weapon = new Weapon("blaster"){{ weapon = new Weapon("blaster"){{
@ -65,7 +65,7 @@ public class Mechs implements ContentList{
health = 220f; health = 220f;
weaponOffsetX = -1; weaponOffsetX = -1;
weaponOffsetY = -1; weaponOffsetY = -1;
trailColorTo = Color.valueOf("d3ddff"); engineColor = Color.valueOf("d3ddff");
weapon = new Weapon("shockgun"){{ weapon = new Weapon("shockgun"){{
length = 1f; length = 1f;
@ -110,7 +110,7 @@ public class Mechs implements ContentList{
boostSpeed = 0.8f; boostSpeed = 0.8f;
canHeal = true; canHeal = true;
health = 200f; health = 200f;
trailColorTo = Palette.heal; engineColor = Palette.heal;
weapon = new Weapon("heal-blaster"){{ weapon = new Weapon("heal-blaster"){{
length = 1.5f; length = 1.5f;
@ -159,7 +159,7 @@ public class Mechs implements ContentList{
shake = 4f; shake = 4f;
weaponOffsetX = 1; weaponOffsetX = 1;
weaponOffsetY = 0; weaponOffsetY = 0;
trailColorTo = Color.valueOf("feb380"); engineColor = Color.valueOf("feb380");
health = 300f; health = 300f;
weapon = new Weapon("swarmer"){{ weapon = new Weapon("swarmer"){{
length = 1.5f; length = 1.5f;
@ -228,7 +228,7 @@ public class Mechs implements ContentList{
health = 180f; health = 180f;
weaponOffsetX = -1; weaponOffsetX = -1;
weaponOffsetY = -1; weaponOffsetY = -1;
trailColor = Palette.lightTrail; engineColor = Palette.lightTrail;
cellTrnsY = 1f; cellTrnsY = 1f;
weapon = new Weapon("blaster"){{ weapon = new Weapon("blaster"){{
length = 1.5f; length = 1.5f;
@ -255,7 +255,7 @@ public class Mechs implements ContentList{
drag = 0.01f; drag = 0.01f;
mass = 2f; mass = 2f;
health = 170f; health = 170f;
trailColor = Color.valueOf("d3ddff"); engineColor = Color.valueOf("d3ddff");
cellTrnsY = 1f; cellTrnsY = 1f;
weapon = new Weapon("missiles"){{ weapon = new Weapon("missiles"){{
length = 1.5f; length = 1.5f;
@ -321,7 +321,7 @@ public class Mechs implements ContentList{
turnCursor = false; turnCursor = false;
health = 220f; health = 220f;
itemCapacity = 30; itemCapacity = 30;
trailColor = Color.valueOf("84f491"); engineColor = Color.valueOf("84f491");
cellTrnsY = 1f; cellTrnsY = 1f;
weapon = new Weapon("bomber"){{ weapon = new Weapon("bomber"){{
length = 0f; length = 0f;
@ -352,7 +352,7 @@ public class Mechs implements ContentList{
mass = 3f; mass = 3f;
health = 240f; health = 240f;
itemCapacity = 60; itemCapacity = 60;
trailColor = Color.valueOf("feb380"); engineColor = Color.valueOf("feb380");
cellTrnsY = 1f; cellTrnsY = 1f;
weapon = new Weapon("bomber"){{ weapon = new Weapon("bomber"){{

View File

@ -4,6 +4,8 @@ import io.anuke.annotations.Annotations.Loc;
import io.anuke.annotations.Annotations.Remote; import io.anuke.annotations.Annotations.Remote;
import io.anuke.arc.collection.Array; import io.anuke.arc.collection.Array;
import io.anuke.arc.collection.IntSet; import io.anuke.arc.collection.IntSet;
import io.anuke.arc.graphics.g2d.Fill;
import io.anuke.arc.graphics.g2d.Lines;
import io.anuke.mindustry.entities.EntityGroup; import io.anuke.mindustry.entities.EntityGroup;
import io.anuke.mindustry.entities.impl.TimedEntity; import io.anuke.mindustry.entities.impl.TimedEntity;
import io.anuke.mindustry.entities.traits.DrawTrait; import io.anuke.mindustry.entities.traits.DrawTrait;
@ -129,31 +131,22 @@ public class Lightning extends TimedEntity implements DrawTrait, SyncTrait, Time
@Override @Override
public void draw(){ public void draw(){
float lx = x, ly = y; Lines.stroke(2f * fout());
Draw.color(color, Color.WHITE, fin()); Draw.color(color, Color.WHITE, fin());
//TODO this is really, really bad rendering Lines.beginLine();
/*
for(int i = 0; i < lines.size; i++){
Position v = lines.get(i);
float f = (float) i / lines.size; Lines.linePoint(x, y);
for(Position p : lines){
Lines.linePoint(p.getX(), p.getY());
}
Lines.endLine();
Lines.stroke(fout() * 3f * (1.5f - f)); int i = 0;
Lines.stroke(Lines.getStroke() * 4f); for(Position p : lines){
Draw.alpha(0.3f); Fill.square(p.getX(), p.getY(), (4f - (float)i++/lines.size*2f) * fout(), 45);
Lines.line(lx, ly, v.getX(), v.getY()); }
Draw.reset();
Lines.stroke(Lines.getStroke()/4f);
Draw.alpha(1f);
Lines.line(lx, ly, v.getX(), v.getY());
Lines.stroke(3f * fout() * (1f - f));
lx = v.getX();
ly = v.getY();
}*/
Draw.color();
} }
@Override @Override

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@ -371,7 +371,7 @@ public class Player extends Unit implements BuilderTrait, ShooterTrait{
public void drawUnder(){ public void drawUnder(){
float size = mech.engineSize * (mech.flying ? 1f : boostHeat); float size = mech.engineSize * (mech.flying ? 1f : boostHeat);
Draw.color(mech.trailColorTo); Draw.color(mech.engineColor);
Fill.circle(x + Angles.trnsx(rotation + 180, mech.engineOffset), y + Angles.trnsy(rotation + 180, mech.engineOffset), Fill.circle(x + Angles.trnsx(rotation + 180, mech.engineOffset), y + Angles.trnsy(rotation + 180, mech.engineOffset),
size + Mathf.absin(Time.time(), 2f, size/4f)); size + Mathf.absin(Time.time(), 2f, size/4f));

View File

@ -27,8 +27,7 @@ public class Mech extends UnlockableContent{
public float mineSpeed = 1f; public float mineSpeed = 1f;
public int drillPower = -1; public int drillPower = -1;
public float buildPower = 1f; public float buildPower = 1f;
public Color trailColor = Palette.boostFrom; public Color engineColor = Palette.boostTo;
public Color trailColorTo = Palette.boostTo;
public int itemCapacity = 30; public int itemCapacity = 30;
public boolean turnCursor = true; public boolean turnCursor = true;
public boolean canHeal = false; public boolean canHeal = false;