Diffuse turret

This commit is contained in:
Anuken 2022-05-02 18:53:12 -04:00
parent 068c0dbe4d
commit 98b01953a4
9 changed files with 37 additions and 17 deletions

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@ -3316,7 +3316,7 @@ public class Blocks{
size = 3;
reload = 3f;
shoot.shots = 2;
velocityInaccuracy = 0.1f;
velocityRnd = 0.1f;
inaccuracy = 4f;
recoilAmount = 1f;
restitution = 0.04f;
@ -3456,7 +3456,7 @@ public class Blocks{
ammoUseEffect = Fx.casing3Double;
ammoPerShot = 2;
cooldown = 0.03f;
velocityInaccuracy = 0.2f;
velocityRnd = 0.2f;
restitution = 0.02f;
recoilAmount = 6f;
shootShake = 2f;
@ -3759,22 +3759,22 @@ public class Blocks{
}};
diffuse = new ItemTurret("diffuse"){{
requirements(Category.turret, with(Items.beryllium, 150, Items.silicon, 150, Items.graphite, 250));
requirements(Category.turret, with(Items.beryllium, 150, Items.silicon, 200, Items.graphite, 200, Items.tungsten, 50));
ammo(
Items.graphite, new BasicBulletType(8f, 30){{
knockback = 5f;
Items.graphite, new BasicBulletType(8f, 35){{
knockback = 6f;
width = 25f;
hitSize = 7f;
height = 20f;
shootEffect = Fx.shootTitan;
smokeEffect = Fx.shootBigSmoke;
shootEffect = Fx.shootBigColor;
smokeEffect = Fx.shootSmokeSquareSparse;
ammoMultiplier = 4;
hitColor = backColor = trailColor = Color.valueOf("ea8878");
frontColor = Color.white;
frontColor = Color.valueOf("feb380");
trailWidth = 6f;
trailLength = 3;
hitEffect = despawnEffect = Fx.hitBulletColor;
hitEffect = despawnEffect = Fx.hitSquaresColor;
buildingDamageMultiplier = 0.2f;
}}
);
@ -3786,10 +3786,19 @@ public class Blocks{
coolantMultiplier = 6f;
velocityRnd = 0.17f;
shootShake = 1f;
ammoPerShot = 1;
maxAmmo = 50;
drawer = new DrawTurret("reinforced-");
drawer = new DrawTurret("reinforced-"){{
parts.add(new RegionPart("-front"){{
progress = PartProgress.warmup;
moveRot = -10f;
mirror = true;
moves.add(new PartMove(PartProgress.reload, 0f, -3f, -5f));
heatColor = Color.red;
}});
}};
shootY = 5f;
outlineColor = Pal.darkOutline;
size = 3;
@ -3797,7 +3806,7 @@ public class Blocks{
reload = 30f;
recoilAmount = 2f;
restitution = 0.03f;
range = 100;
range = 110;
shootCone = 3f;
scaledHealth = 180;
rotateSpeed = 2f;
@ -3977,7 +3986,7 @@ public class Blocks{
shrinkY = 0.3f;
backSprite = "large-bomb-back";
sprite = "mine-bullet";
velocityInaccuracy = 0.11f;
velocityRnd = 0.11f;
collidesGround = false;
collidesTiles = false;
shootEffect = Fx.shootBig2;
@ -3994,7 +4003,6 @@ public class Blocks{
hitEffect = despawnEffect = Fx.hitBulletColor;
}});
reload = 9f;
shootY = 15f;
rotateSpeed = 5f;

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@ -1521,6 +1521,17 @@ public class Fx{
}
}),
shootSmokeSquareSparse = new Effect(30f, e -> {
color(Color.white, e.color, e.fin());
rand.setSeed(e.id);
for(int i = 0; i < 2; i++){
float rot = e.rotation + rand.range(30f);
v.trns(rot, rand.random(e.finpow() * 27f));
Fill.poly(e.x + v.x, e.y + v.y, 4, e.fout() * 3.8f + 0.2f, rand.random(360f));
}
}),
shootSmokeSquareBig = new Effect(30f, e -> {
color(Color.white, e.color, e.fin());

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@ -2922,6 +2922,7 @@ public class UnitTypes{
legMoveSpace = 1f;
allowLegStep = true;
hovering = true;
legPhysicsLayer = false;
shadowElevation = 0.1f;

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@ -44,7 +44,7 @@ public class Turret extends ReloadTurret{
public Sound chargeSound = Sounds.none;
public float soundPitchMin = 0.9f, soundPitchMax = 1.1f;
//visuals
//visuals TODO document
public float ammoEjectBack = 1f;
public float shootWarmupSpeed = 0.1f;
public boolean linearWarmup = false;
@ -64,7 +64,7 @@ public class Turret extends ReloadTurret{
/** Bullet angle randomness in degrees. */
public float inaccuracy = 0f;
/** Fraction of bullet velocity that is random. */
public float velocityInaccuracy = 0f;
public float velocityRnd = 0f;
/** Maximum angle difference in degrees at which turret will still try to shoot. */
public float shootCone = 8f;
/** Turret shoot point. */
@ -204,7 +204,7 @@ public class Turret extends ReloadTurret{
@Override
public boolean shouldConsume(){
return isShooting();
return isShooting() || reloadCounter < reload;
}
@Override
@ -503,7 +503,7 @@ public class Turret extends ReloadTurret{
float lifeScl = type.scaleLife ? Mathf.clamp(Mathf.dst(bulletX, bulletY, targetPos.x, targetPos.y) / type.range, minRange / type.range, range() / type.range) : 1f;
//TODO aimX / aimY for multi shot turrets?
handleBullet(type.create(this, team, bulletX, bulletY, shootAngle, -1f, 1f + Mathf.range(velocityInaccuracy), lifeScl, null, mover, targetPos.x, targetPos.y), xOffset, yOffset, angleOffset);
handleBullet(type.create(this, team, bulletX, bulletY, shootAngle, -1f, (1f - velocityRnd) + Mathf.random(velocityRnd), lifeScl, null, mover, targetPos.x, targetPos.y), xOffset, yOffset, angleOffset);
(shootEffect == Fx.none ? type.shootEffect : shootEffect).at(bulletX, bulletY, rotation + angleOffset, type.hitColor);
(smokeEffect == Fx.none ? type.smokeEffect : smokeEffect).at(bulletX, bulletY, rotation + angleOffset, type.hitColor);