Fixed pad shader/disconnect bugs

This commit is contained in:
Anuken 2019-02-21 14:08:42 -05:00
parent 5b7b50f555
commit 9c240850b8
11 changed files with 30 additions and 15 deletions

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@ -32,7 +32,7 @@ void main() {
vec2 coord = t / v;
vec4 c = texture2D(u_texture, t);
if(cont(t, v) ){
if(cont(t, v)){
gl_FragColor = u_color;
}else{
gl_FragColor = vec4(0.0);

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@ -3,6 +3,8 @@ precision mediump float;
precision mediump int;
#endif
#define step 3.0
uniform sampler2D u_texture;
uniform float u_time;
@ -15,27 +17,39 @@ uniform vec2 u_texsize;
varying vec4 v_color;
varying vec2 v_texCoord;
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
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_texCoord.xy - u_uv) / (u_uv2 - u_uv);
vec2 t = v_texCoord.xy;
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
vec4 c = texture2D(u_texture, v_texCoord.xy);
if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress){
bool outl = cont(t, v);
if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress && !outl){
c = vec4(0.0);
}
if(c.a > 0.01){
float f = abs(sin(coords.x*2.0 + u_time));
if(f > 0.9 )
if(f > 0.9 || outl)
f = 1.0;
else
f = 0.0;

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@ -52,7 +52,7 @@ import static io.anuke.mindustry.Vars.*;
public class NetServer implements ApplicationListener{
public final static int maxSnapshotSize = 430;
private final static float serverSyncTime = 40, kickDuration = 30 * 1000;
private final static float serverSyncTime = 4, kickDuration = 30 * 1000;
private final static Vector2 vector = new Vector2();
private final static Rectangle viewport = new Rectangle();
private final static Array<Entity> returnArray = new Array<>();

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@ -264,6 +264,7 @@ public abstract class Unit extends DestructibleEntity implements SaveTrait, Targ
}
if(isFlying()){
drownTime = 0f;
move(velocity.x * Time.delta(), velocity.y * Time.delta());
}else{
boolean onLiquid = floor.isLiquid;

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@ -57,7 +57,7 @@ public class MechPad extends Block{
@Remote(targets = Loc.both, called = Loc.server)
public static void onMechFactoryTap(Player player, Tile tile){
if(player == null || !checkValidTap(tile, player) || !(tile.block() instanceof MechPad)) return;
if(player == null || !(tile.block() instanceof MechPad) || !checkValidTap(tile, player)) return;
MechFactoryEntity entity = tile.entity();
MechPad pad = (MechPad)tile.block();
@ -153,11 +153,10 @@ public class MechPad extends Block{
Shaders.build.region = region;
Shaders.build.progress = entity.progress;
Shaders.build.time = -entity.time / 4f;
Shaders.build.time = -entity.time / 5f;
Shaders.build.color.set(Pal.accent);
Draw.shader(Shaders.build, false);
Shaders.build.apply();
Draw.shader(Shaders.build);
Draw.rect(region, tile.drawx(), tile.drawy());
Draw.shader();

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@ -120,8 +120,7 @@ public class UnitFactory extends Block{
Shaders.build.color.a = entity.speedScl;
Shaders.build.time = -entity.time / 10f;
Draw.shader(Shaders.build, false);
Shaders.build.apply();
Draw.shader(Shaders.build);
Draw.rect(region, tile.drawx(), tile.drawy());
Draw.shader();

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@ -24,6 +24,7 @@ public class PowerModule extends BlockModule{
for(int i = 0; i < links.size; i++){
stream.writeInt(links.get(i));
}
stream.writeFloat(satisfaction);
}
@Override
@ -32,5 +33,6 @@ public class PowerModule extends BlockModule{
for(int i = 0; i < amount; i++){
links.add(stream.readInt());
}
satisfaction = stream.readFloat();
}
}