Charge Progress (#6947)

This commit is contained in:
MEEPofFaith 2022-06-08 06:13:11 -07:00 committed by GitHub
parent 4a6600b94d
commit 968651d9ed
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 24 additions and 15 deletions

View File

@ -22,16 +22,17 @@ public abstract class DrawPart{
/** Parameters for drawing a part in draw(). */ /** Parameters for drawing a part in draw(). */
public static class PartParams{ public static class PartParams{
//TODO document //TODO document
public float warmup, reload, smoothReload, heat, recoil, life; public float warmup, reload, smoothReload, heat, recoil, life, charge;
public float x, y, rotation; public float x, y, rotation;
public int sideOverride = -1, sideMultiplier = 1; public int sideOverride = -1, sideMultiplier = 1;
public PartParams set(float warmup, float reload, float smoothReload, float heat, float recoil, float x, float y, float rotation){ public PartParams set(float warmup, float reload, float smoothReload, float heat, float recoil, float charge, float x, float y, float rotation){
this.warmup = warmup; this.warmup = warmup;
this.reload = reload; this.reload = reload;
this.heat = heat; this.heat = heat;
this.recoil = recoil; this.recoil = recoil;
this.smoothReload = smoothReload; this.smoothReload = smoothReload;
this.charge = charge;
this.x = x; this.x = x;
this.y = y; this.y = y;
this.rotation = rotation; this.rotation = rotation;
@ -65,6 +66,8 @@ public abstract class DrawPart{
smoothReload = p -> p.smoothReload, smoothReload = p -> p.smoothReload,
/** Weapon warmup, 0 when not firing, 1 when actively shooting. Not equivalent to heat. */ /** Weapon warmup, 0 when not firing, 1 when actively shooting. Not equivalent to heat. */
warmup = p -> p.warmup, warmup = p -> p.warmup,
/** Weapon charge, 0 when beginning to charge, 1 when finished */
charge = p -> p.charge,
/** Weapon recoil with no curve applied. */ /** Weapon recoil with no curve applied. */
recoil = p -> p.recoil, recoil = p -> p.recoil,
/** Weapon heat, 1 when just fired, 0, when it has cooled down (duration depends on weapon) */ /** Weapon heat, 1 when just fired, 0, when it has cooled down (duration depends on weapon) */

View File

@ -127,7 +127,7 @@ public class RegionPart extends DrawPart{
float sign = (i == 1 ? -1 : 1) * params.sideMultiplier; float sign = (i == 1 ? -1 : 1) * params.sideMultiplier;
Tmp.v1.set((x + mx) * sign, y + my).rotate(params.rotation - 90); Tmp.v1.set((x + mx) * sign, y + my).rotate(params.rotation - 90);
childParam.set(params.warmup, params.reload, params.smoothReload, params.heat, params.recoil, params.x + Tmp.v1.x, params.y + Tmp.v1.y, i * sign + mr * sign + params.rotation); childParam.set(params.warmup, params.reload, params.smoothReload, params.heat, params.recoil, params.charge, params.x + Tmp.v1.x, params.y + Tmp.v1.y, i * sign + mr * sign + params.rotation);
childParam.sideMultiplier = params.sideMultiplier; childParam.sideMultiplier = params.sideMultiplier;
childParam.life = params.life; childParam.life = params.life;
childParam.sideOverride = i; childParam.sideOverride = i;
@ -174,4 +174,4 @@ public class RegionPart extends DrawPart{
child.getOutlines(out); child.getOutlines(out);
} }
} }
} }

View File

@ -20,6 +20,10 @@ public class WeaponMount{
public float heat; public float heat;
/** lerps to 1 when shooting, 0 when not */ /** lerps to 1 when shooting, 0 when not */
public float warmup; public float warmup;
/** is the weapon actively charging */
public boolean charging;
/** counts up to 1 when charging, 0 when not */
public float charge;
/** lerps to reload time */ /** lerps to reload time */
public float smoothReload; public float smoothReload;
/** aiming position in world coordinates */ /** aiming position in world coordinates */

View File

@ -1104,9 +1104,9 @@ public class UnitType extends UnlockableContent{
WeaponMount first = unit.mounts.length > part.weaponIndex ? unit.mounts[part.weaponIndex] : null; WeaponMount first = unit.mounts.length > part.weaponIndex ? unit.mounts[part.weaponIndex] : null;
if(first != null){ if(first != null){
DrawPart.params.set(first.warmup, first.reload / weapons.first().reload, first.smoothReload, first.heat, first.recoil, unit.x, unit.y, unit.rotation); DrawPart.params.set(first.warmup, first.reload / weapons.first().reload, first.smoothReload, first.heat, first.recoil, first.charge, unit.x, unit.y, unit.rotation);
}else{ }else{
DrawPart.params.set(0f, 0f, 0f, 0f, 0f, unit.x, unit.y, unit.rotation); DrawPart.params.set(0f, 0f, 0f, 0f, 0f, 0f, unit.x, unit.y, unit.rotation);
} }
if(unit instanceof Scaled s){ if(unit instanceof Scaled s){

View File

@ -178,8 +178,6 @@ public class Weapon implements Cloneable{
} }
public void draw(Unit unit, WeaponMount mount){ public void draw(Unit unit, WeaponMount mount){
if(!region.found()) return;
//apply layer offset, roll it back at the end //apply layer offset, roll it back at the end
float z = Draw.z(); float z = Draw.z();
Draw.z(z + layerOffset); Draw.z(z + layerOffset);
@ -200,7 +198,7 @@ public class Weapon implements Cloneable{
} }
if(parts.size > 0){ if(parts.size > 0){
DrawPart.params.set(mount.warmup, mount.reload / reload, mount.smoothReload, mount.heat, mount.recoil, wx, wy, weaponRotation + 90); DrawPart.params.set(mount.warmup, mount.reload / reload, mount.smoothReload, mount.heat, mount.recoil, mount.charge, wx, wy, weaponRotation + 90);
DrawPart.params.sideMultiplier = flipSprite ? -1 : 1; DrawPart.params.sideMultiplier = flipSprite ? -1 : 1;
for(int i = 0; i < parts.size; i++){ for(int i = 0; i < parts.size; i++){
@ -213,7 +211,7 @@ public class Weapon implements Cloneable{
Draw.xscl = -Mathf.sign(flipSprite); Draw.xscl = -Mathf.sign(flipSprite);
Draw.rect(region, wx, wy, weaponRotation); if(region.found()) Draw.rect(region, wx, wy, weaponRotation);
if(cellRegion.found()){ if(cellRegion.found()){
Draw.color(unit.type.cellColor(unit)); Draw.color(unit.type.cellColor(unit));
@ -255,6 +253,7 @@ public class Weapon implements Cloneable{
mount.recoil = Mathf.approachDelta(mount.recoil, 0, unit.reloadMultiplier / recoilTime); mount.recoil = Mathf.approachDelta(mount.recoil, 0, unit.reloadMultiplier / recoilTime);
mount.warmup = Mathf.lerpDelta(mount.warmup, (can && mount.shoot) || (continuous && mount.bullet != null) ? 1f : 0f, shootWarmupSpeed); mount.warmup = Mathf.lerpDelta(mount.warmup, (can && mount.shoot) || (continuous && mount.bullet != null) ? 1f : 0f, shootWarmupSpeed);
mount.smoothReload = Mathf.lerpDelta(mount.smoothReload, mount.reload / reload, smoothReloadSpeed); mount.smoothReload = Mathf.lerpDelta(mount.smoothReload, mount.reload / reload, smoothReloadSpeed);
mount.charge = mount.charging && shoot.firstShotDelay > 0 ? Mathf.approachDelta(mount.charge, 1, 1 / shoot.firstShotDelay) : 0;
//rotate if applicable //rotate if applicable
if(rotate && (mount.rotate || mount.shoot) && can){ if(rotate && (mount.rotate || mount.shoot) && can){
@ -388,6 +387,7 @@ public class Weapon implements Cloneable{
unit.apply(shootStatus, shootStatusDuration); unit.apply(shootStatus, shootStatusDuration);
if(shoot.firstShotDelay > 0){ if(shoot.firstShotDelay > 0){
mount.charging = true;
chargeSound.at(shootX, shootY, Mathf.random(soundPitchMin, soundPitchMax)); chargeSound.at(shootX, shootY, Mathf.random(soundPitchMin, soundPitchMax));
bullet.chargeEffect.at(shootX, shootY, rotation, bullet.keepVelocity || parentizeEffects ? unit : null); bullet.chargeEffect.at(shootX, shootY, rotation, bullet.keepVelocity || parentizeEffects ? unit : null);
} }
@ -398,13 +398,14 @@ public class Weapon implements Cloneable{
}else{ }else{
bullet(unit, mount, xOffset, yOffset, angle, mover); bullet(unit, mount, xOffset, yOffset, angle, mover);
} }
mount.totalShots ++; mount.totalShots++;
}); });
} }
protected void bullet(Unit unit, WeaponMount mount, float xOffset, float yOffset, float angleOffset, Mover mover){ protected void bullet(Unit unit, WeaponMount mount, float xOffset, float yOffset, float angleOffset, Mover mover){
if(!unit.isAdded()) return; if(!unit.isAdded()) return;
mount.charging = false;
float float
xSpread = Mathf.range(xRand), xSpread = Mathf.range(xRand),
weaponRotation = unit.rotation - 90 + (rotate ? mount.rotation : baseRotation), weaponRotation = unit.rotation - 90 + (rotate ? mount.rotation : baseRotation),

View File

@ -200,7 +200,7 @@ public class Turret extends ReloadTurret{
public Seq<AmmoEntry> ammo = new Seq<>(); public Seq<AmmoEntry> ammo = new Seq<>();
public int totalAmmo; public int totalAmmo;
public float curRecoil, heat, logicControlTime = -1; public float curRecoil, heat, logicControlTime = -1;
public float shootWarmup; public float shootWarmup, charge;
public int totalShots; public int totalShots;
//turrets need to shoot once for 'visual reload' to be valid, otherwise they seem stuck at reload 0 when placed. //turrets need to shoot once for 'visual reload' to be valid, otherwise they seem stuck at reload 0 when placed.
public boolean visualReloadValid; public boolean visualReloadValid;
@ -348,8 +348,9 @@ public class Turret extends ReloadTurret{
wasShooting = false; wasShooting = false;
curRecoil = Math.max(curRecoil - Time.delta / recoilTime , 0); curRecoil = Mathf.approachDelta(curRecoil, 0, 1 / recoilTime);
heat = Math.max(heat - Time.delta / cooldownTime, 0); heat = Mathf.approachDelta(heat, 0, 1 / cooldownTime);
charge = charging() ? Mathf.approachDelta(charge, 1, 1 / shoot.firstShotDelay) : 0;
unit.tile(this); unit.tile(this);
unit.rotation(rotation); unit.rotation(rotation);

View File

@ -70,7 +70,7 @@ public class DrawTurret extends DrawBlock{
float progress = tb.visualReloadValid ? tb.progress() : 1f; float progress = tb.visualReloadValid ? tb.progress() : 1f;
//TODO no smooth reload //TODO no smooth reload
var params = DrawPart.params.set(build.warmup(), 1f - progress, 1f - progress, tb.heat, tb.curRecoil, tb.x + tb.recoilOffset.x, tb.y + tb.recoilOffset.y, tb.rotation); var params = DrawPart.params.set(build.warmup(), 1f - progress, 1f - progress, tb.heat, tb.curRecoil, tb.charge, tb.x + tb.recoilOffset.x, tb.y + tb.recoilOffset.y, tb.rotation);
for(var part : parts){ for(var part : parts){
part.draw(params); part.draw(params);