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Implemented lancer turret
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core/assets-raw/sprites/blocks/turrets/laserturret-heat.png
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core/assets-raw/sprites/blocks/turrets/laserturret-heat.png
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@ -1,7 +1,7 @@
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#Autogenerated file. Do not modify.
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#Wed Apr 04 23:49:24 EDT 2018
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#Thu Apr 05 17:29:03 EDT 2018
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version=release
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androidBuildCode=845
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androidBuildCode=846
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name=Mindustry
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code=3.4
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build=custom build
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@ -1,5 +1,6 @@
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package io.anuke.mindustry.content.blocks;
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import com.badlogic.gdx.graphics.Color;
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import io.anuke.mindustry.content.AmmoTypes;
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import io.anuke.mindustry.content.fx.BulletFx;
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import io.anuke.mindustry.resource.AmmoType;
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@ -90,13 +91,20 @@ public class WeaponBlocks{
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};
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}},
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laserturret = new PowerTurret("laserturret"){{
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laserturret = new LaserTurret("laserturret"){{
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range = 70f;
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chargeTime = 70f;
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chargeMaxDelay = 30f;
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chargeEffects = 7;
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shootType = AmmoTypes.lancerLaser;
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recoil = 2f;
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reload = 80f;
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reload = 130f;
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cooldown = 0.03f;
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shootEffect = BulletFx.lancerLaserShoot;
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smokeEffect = BulletFx.lancerLaserShootSmoke;
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chargeEffect = BulletFx.lancerLaserCharge;
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chargeBeginEffect = BulletFx.lancerLaserChargeBegin;
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heatColor = Color.RED;
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}},
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teslaturret = new PowerTurret("teslaturret"){
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@ -110,7 +110,7 @@ public class TurretBullets {
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hiteffect = BulletFx.hitLancer;
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despawneffect = Fx.none;
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hitsize = 4;
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lifetime = 12f;
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lifetime = 20f;
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pierce = true;
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}
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@ -14,202 +14,202 @@ public class BlockFx {
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public static final Effect
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reactorsmoke = new Effect(17, e -> {
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Angles.randLenVectors(e.id, 4, e.ifract()*8f, (x, y)->{
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float size = 1f+e.fract()*5f;
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Draw.color(Color.LIGHT_GRAY, Color.GRAY, e.ifract());
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Angles.randLenVectors(e.id, 4, e.fin()*8f, (x, y)->{
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float size = 1f+e.fout()*5f;
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Draw.color(Color.LIGHT_GRAY, Color.GRAY, e.fin());
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Draw.rect("circle", e.x + x, e.y + y, size, size);
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Draw.reset();
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});
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}),
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nuclearsmoke = new Effect(40, e -> {
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Angles.randLenVectors(e.id, 4, e.ifract()*13f, (x, y)->{
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float size = e.sfract()*4f;
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Draw.color(Color.LIGHT_GRAY, Color.GRAY, e.ifract());
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Angles.randLenVectors(e.id, 4, e.fin()*13f, (x, y)->{
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float size = e.fslope()*4f;
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Draw.color(Color.LIGHT_GRAY, Color.GRAY, e.fin());
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Draw.rect("circle", e.x + x, e.y + y, size, size);
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Draw.reset();
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});
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}),
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nuclearcloud = new Effect(90, 200f, e -> {
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Angles.randLenVectors(e.id, 10, e.powfract()*90f, (x, y)->{
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float size = e.fract()*14f;
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Draw.color(Color.LIME, Color.GRAY, e.ifract());
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Angles.randLenVectors(e.id, 10, e.finpow()*90f, (x, y)->{
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float size = e.fout()*14f;
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Draw.color(Color.LIME, Color.GRAY, e.fin());
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Draw.rect("circle", e.x + x, e.y + y, size, size);
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Draw.reset();
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});
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}),
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redgeneratespark = new Effect(18, e -> {
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Angles.randLenVectors(e.id, 5, e.ifract()*8f, (x, y)->{
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float len = e.fract()*4f;
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Draw.color(Color.valueOf("fbb97f"), Color.GRAY, e.ifract());
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//Draw.alpha(e.fract());
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Angles.randLenVectors(e.id, 5, e.fin()*8f, (x, y)->{
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float len = e.fout()*4f;
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Draw.color(Color.valueOf("fbb97f"), Color.GRAY, e.fin());
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//Draw.alpha(e.fout());
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Draw.rect("circle", e.x + x, e.y + y, len, len);
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Draw.reset();
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});
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}),
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generatespark = new Effect(18, e -> {
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Angles.randLenVectors(e.id, 5, e.ifract()*8f, (x, y)->{
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float len = e.fract()*4f;
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Draw.color(Color.valueOf("d2b29c"), Color.GRAY, e.ifract());
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Angles.randLenVectors(e.id, 5, e.fin()*8f, (x, y)->{
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float len = e.fout()*4f;
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Draw.color(Color.valueOf("d2b29c"), Color.GRAY, e.fin());
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Draw.rect("circle", e.x + x, e.y + y, len, len);
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Draw.reset();
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});
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}),
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fuelburn = new Effect(23, e -> {
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Angles.randLenVectors(e.id, 5, e.ifract()*9f, (x, y)->{
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float len = e.fract()*4f;
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Draw.color(Color.LIGHT_GRAY, Color.GRAY, e.ifract());
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Angles.randLenVectors(e.id, 5, e.fin()*9f, (x, y)->{
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float len = e.fout()*4f;
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Draw.color(Color.LIGHT_GRAY, Color.GRAY, e.fin());
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Draw.rect("circle", e.x + x, e.y + y, len, len);
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Draw.reset();
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});
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}),
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plasticburn = new Effect(40, e -> {
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Angles.randLenVectors(e.id, 5, 3f + e.ifract()*5f, (x, y)->{
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Draw.color(Color.valueOf("e9ead3"), Color.GRAY, e.ifract());
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Fill.circle(e.x + x, e.y + y, e.fract()*1f);
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Angles.randLenVectors(e.id, 5, 3f + e.fin()*5f, (x, y)->{
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Draw.color(Color.valueOf("e9ead3"), Color.GRAY, e.fin());
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Fill.circle(e.x + x, e.y + y, e.fout()*1f);
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Draw.reset();
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});
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}),
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pulverize = new Effect(40, e -> {
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Angles.randLenVectors(e.id, 5, 3f + e.ifract()*8f, (x, y)->{
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Angles.randLenVectors(e.id, 5, 3f + e.fin()*8f, (x, y)->{
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Draw.color(Fx.stoneGray);
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Fill.poly(e.x + x, e.y + y, 4, e.fract() * 2f + 0.5f, 45);
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Fill.poly(e.x + x, e.y + y, 4, e.fout() * 2f + 0.5f, 45);
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Draw.reset();
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});
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}),
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pulverizeRed = new Effect(40, e -> {
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Angles.randLenVectors(e.id, 5, 3f + e.ifract()*8f, (x, y)->{
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Draw.color(Color.valueOf("ffa480"), Fx.stoneGray, e.ifract());
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Fill.poly(e.x + x, e.y + y, 4, e.fract() * 2f + 0.5f, 45);
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Angles.randLenVectors(e.id, 5, 3f + e.fin()*8f, (x, y)->{
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Draw.color(Color.valueOf("ffa480"), Fx.stoneGray, e.fin());
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Fill.poly(e.x + x, e.y + y, 4, e.fout() * 2f + 0.5f, 45);
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Draw.reset();
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});
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}),
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pulverizeRedder = new Effect(40, e -> {
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Angles.randLenVectors(e.id, 5, 3f + e.ifract()*9f, (x, y)->{
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Draw.color(Color.valueOf("ff7b69"), Fx.stoneGray, e.ifract());
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Fill.poly(e.x + x, e.y + y, 4, e.fract() * 2.5f + 0.5f, 45);
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Angles.randLenVectors(e.id, 5, 3f + e.fin()*9f, (x, y)->{
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Draw.color(Color.valueOf("ff7b69"), Fx.stoneGray, e.fin());
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Fill.poly(e.x + x, e.y + y, 4, e.fout() * 2.5f + 0.5f, 45);
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Draw.reset();
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});
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}),
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pulverizeSmall = new Effect(30, e -> {
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Angles.randLenVectors(e.id, 3, e.ifract()*5f, (x, y)->{
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Angles.randLenVectors(e.id, 3, e.fin()*5f, (x, y)->{
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Draw.color(Fx.stoneGray);
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Fill.poly(e.x + x, e.y + y, 4, e.fract() * 1f + 0.5f, 45);
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Fill.poly(e.x + x, e.y + y, 4, e.fout() * 1f + 0.5f, 45);
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Draw.reset();
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});
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}),
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pulverizeMedium = new Effect(30, e -> {
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Angles.randLenVectors(e.id, 5, 3f + e.ifract()*8f, (x, y)->{
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Angles.randLenVectors(e.id, 5, 3f + e.fin()*8f, (x, y)->{
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Draw.color(Fx.stoneGray);
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Fill.poly(e.x + x, e.y + y, 4, e.fract() * 1f + 0.5f, 45);
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Fill.poly(e.x + x, e.y + y, 4, e.fout() * 1f + 0.5f, 45);
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Draw.reset();
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});
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}),
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producesmoke = new Effect(12, e -> {
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Angles.randLenVectors(e.id, 8, 4f + e.ifract()*18f, (x, y)->{
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Draw.color(Color.WHITE, Colors.get("accent"), e.ifract());
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Fill.poly(e.x + x, e.y + y, 4, 1f+e.fract()*3f, 45);
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Angles.randLenVectors(e.id, 8, 4f + e.fin()*18f, (x, y)->{
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Draw.color(Color.WHITE, Colors.get("accent"), e.fin());
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Fill.poly(e.x + x, e.y + y, 4, 1f+e.fout()*3f, 45);
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Draw.reset();
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});
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}),
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smeltsmoke = new Effect(15, e -> {
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Angles.randLenVectors(e.id, 6, 4f + e.ifract()*5f, (x, y)->{
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Draw.color(Color.WHITE, e.color, e.ifract());
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Fill.poly(e.x + x, e.y + y, 4, 0.5f+e.fract()*2f, 45);
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Angles.randLenVectors(e.id, 6, 4f + e.fin()*5f, (x, y)->{
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Draw.color(Color.WHITE, e.color, e.fin());
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Fill.poly(e.x + x, e.y + y, 4, 0.5f+e.fout()*2f, 45);
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Draw.reset();
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});
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}),
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formsmoke = new Effect(40, e -> {
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Angles.randLenVectors(e.id, 6, 5f + e.ifract()*8f, (x, y)->{
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Draw.color(Color.valueOf("f1e479"), Color.LIGHT_GRAY, e.ifract());
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Fill.poly(e.x + x, e.y + y, 4, 0.2f+e.fract()*2f, 45);
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Angles.randLenVectors(e.id, 6, 5f + e.fin()*8f, (x, y)->{
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Draw.color(Color.valueOf("f1e479"), Color.LIGHT_GRAY, e.fin());
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Fill.poly(e.x + x, e.y + y, 4, 0.2f+e.fout()*2f, 45);
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Draw.reset();
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});
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}),
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blastsmoke = new Effect(26, e -> {
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Angles.randLenVectors(e.id, 12, 1f + e.ifract()*23f, (x, y)->{
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float size = 2f+e.fract()*6f;
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Draw.color(Color.LIGHT_GRAY, Color.DARK_GRAY, e.ifract());
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Angles.randLenVectors(e.id, 12, 1f + e.fin()*23f, (x, y)->{
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float size = 2f+e.fout()*6f;
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Draw.color(Color.LIGHT_GRAY, Color.DARK_GRAY, e.fin());
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Draw.rect("circle", e.x + x, e.y + y, size, size);
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Draw.reset();
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});
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}),
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lava = new Effect(18, e -> {
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Angles.randLenVectors(e.id, 3, 1f + e.ifract()*10f, (x, y)->{
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float size = e.sfract()*4f;
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Draw.color(Color.ORANGE, Color.GRAY, e.ifract());
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Angles.randLenVectors(e.id, 3, 1f + e.fin()*10f, (x, y)->{
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float size = e.fslope()*4f;
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Draw.color(Color.ORANGE, Color.GRAY, e.fin());
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Draw.rect("circle", e.x + x, e.y + y, size, size);
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Draw.reset();
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});
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}),
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dooropen = new Effect(10, e -> {
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Lines.stroke(e.fract() * 1.6f);
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Lines.square(e.x, e.y, tilesize / 2f + e.ifract() * 2f);
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Lines.stroke(e.fout() * 1.6f);
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Lines.square(e.x, e.y, tilesize / 2f + e.fin() * 2f);
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Draw.reset();
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}),
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doorclose= new Effect(10, e -> {
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Lines.stroke(e.fract() * 1.6f);
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Lines.square(e.x, e.y, tilesize / 2f + e.fract() * 2f);
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Lines.stroke(e.fout() * 1.6f);
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Lines.square(e.x, e.y, tilesize / 2f + e.fout() * 2f);
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Draw.reset();
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}),
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dooropenlarge = new Effect(10, e -> {
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Lines.stroke(e.fract() * 1.6f);
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Lines.square(e.x, e.y, tilesize + e.ifract() * 2f);
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Lines.stroke(e.fout() * 1.6f);
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Lines.square(e.x, e.y, tilesize + e.fin() * 2f);
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Draw.reset();
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}),
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doorcloselarge = new Effect(10, e -> {
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Lines.stroke(e.fract() * 1.6f);
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Lines.square(e.x, e.y, tilesize + e.fract() * 2f);
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Lines.stroke(e.fout() * 1.6f);
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Lines.square(e.x, e.y, tilesize + e.fout() * 2f);
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Draw.reset();
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}),
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purify = new Effect(10, e -> {
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Draw.color(Color.ROYAL, Color.GRAY, e.ifract());
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Draw.color(Color.ROYAL, Color.GRAY, e.fin());
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Lines.stroke(2f);
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Lines.spikes(e.x, e.y, e.ifract() * 4f, 2, 6);
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Lines.spikes(e.x, e.y, e.fin() * 4f, 2, 6);
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Draw.reset();
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}),
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purifyoil = new Effect(10, e -> {
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Draw.color(Color.BLACK, Color.GRAY, e.ifract());
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Draw.color(Color.BLACK, Color.GRAY, e.fin());
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Lines.stroke(2f);
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Lines.spikes(e.x, e.y, e.ifract() * 4f, 2, 6);
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Lines.spikes(e.x, e.y, e.fin() * 4f, 2, 6);
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Draw.reset();
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}),
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purifystone = new Effect(10, e -> {
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Draw.color(Color.ORANGE, Color.GRAY, e.ifract());
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Draw.color(Color.ORANGE, Color.GRAY, e.fin());
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Lines.stroke(2f);
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Lines.spikes(e.x, e.y, e.ifract() * 4f, 2, 6);
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Lines.spikes(e.x, e.y, e.fin() * 4f, 2, 6);
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Draw.reset();
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}),
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generate = new Effect(11, e -> {
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Draw.color(Color.ORANGE, Color.YELLOW, e.ifract());
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Draw.color(Color.ORANGE, Color.YELLOW, e.fin());
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Lines.stroke(1f);
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Lines.spikes(e.x, e.y, e.ifract() * 5f, 2, 8);
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Lines.spikes(e.x, e.y, e.fin() * 5f, 2, 8);
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Draw.reset();
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}),
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mine = new Effect(20, e -> {
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Angles.randLenVectors(e.id, 6, 3f + e.ifract()*6f, (x, y)->{
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Draw.color(e.color, Color.LIGHT_GRAY, e.ifract());
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Fill.poly(e.x + x, e.y + y, 4, e.fract() * 2f, 45);
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Angles.randLenVectors(e.id, 6, 3f + e.fin()*6f, (x, y)->{
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Draw.color(e.color, Color.LIGHT_GRAY, e.fin());
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Fill.poly(e.x + x, e.y + y, 4, e.fout() * 2f, 45);
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Draw.reset();
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});
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}),
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mineBig = new Effect(30, e -> {
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Angles.randLenVectors(e.id, 6, 4f + e.ifract()*8f, (x, y)->{
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Draw.color(e.color, Color.LIGHT_GRAY, e.ifract());
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Fill.poly(e.x + x, e.y + y, 4, e.fract() * 2f + 0.2f, 45);
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Angles.randLenVectors(e.id, 6, 4f + e.fin()*8f, (x, y)->{
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Draw.color(e.color, Color.LIGHT_GRAY, e.fin());
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Fill.poly(e.x + x, e.y + y, 4, e.fout() * 2f + 0.2f, 45);
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Draw.reset();
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});
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}),
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mineHuge = new Effect(40, e -> {
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Angles.randLenVectors(e.id, 8, 5f + e.ifract()*10f, (x, y)->{
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Draw.color(e.color, Color.LIGHT_GRAY, e.ifract());
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Fill.poly(e.x + x, e.y + y, 4, e.fract() * 2f + 0.5f, 45);
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Angles.randLenVectors(e.id, 8, 5f + e.fin()*10f, (x, y)->{
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Draw.color(e.color, Color.LIGHT_GRAY, e.fin());
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Fill.poly(e.x + x, e.y + y, 4, e.fout() * 2f + 0.5f, 45);
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Draw.reset();
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||||
});
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||||
}),
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smelt = new Effect(20, e -> {
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Angles.randLenVectors(e.id, 6, 2f + e.ifract()*5f, (x, y)->{
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Draw.color(Color.WHITE, e.color, e.ifract());
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Fill.poly(e.x + x, e.y + y, 4, 0.5f+e.fract()*2f, 45);
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Angles.randLenVectors(e.id, 6, 2f + e.fin()*5f, (x, y)->{
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Draw.color(Color.WHITE, e.color, e.fin());
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||||
Fill.poly(e.x + x, e.y + y, 4, 0.5f+e.fout()*2f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
|
@ -16,102 +16,102 @@ public class BulletFx {
|
||||
public static final Effect
|
||||
|
||||
shootSmall = new Effect(8, e -> {
|
||||
Draw.color(Palette.lighterOrange, Palette.lightOrange, e.ifract());
|
||||
float w = 1f + 5 * e.fract();
|
||||
Shapes.tri(e.x, e.y, w, 15f * e.fract(), e.rotation);
|
||||
Shapes.tri(e.x, e.y, w, 3f * e.fract(), e.rotation + 180f);
|
||||
Draw.color(Palette.lighterOrange, Palette.lightOrange, e.fin());
|
||||
float w = 1f + 5 * e.fout();
|
||||
Shapes.tri(e.x, e.y, w, 15f * e.fout(), e.rotation);
|
||||
Shapes.tri(e.x, e.y, w, 3f * e.fout(), e.rotation + 180f);
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
shootSmallSmoke = new Effect(20f, e -> {
|
||||
Draw.color(Palette.lighterOrange, Color.LIGHT_GRAY, Color.GRAY, e.ifract());
|
||||
Draw.color(Palette.lighterOrange, Color.LIGHT_GRAY, Color.GRAY, e.fin());
|
||||
|
||||
Angles.randLenVectors(e.id, 5, e.powfract()*6f, e.rotation, 20f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fract()*1.5f);
|
||||
Angles.randLenVectors(e.id, 5, e.finpow()*6f, e.rotation, 20f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fout()*1.5f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
shootBig = new Effect(9, e -> {
|
||||
Draw.color(Palette.lighterOrange, Palette.lightOrange, e.ifract());
|
||||
float w = 1.2f + 7 * e.fract();
|
||||
Shapes.tri(e.x, e.y, w, 25f * e.fract(), e.rotation);
|
||||
Shapes.tri(e.x, e.y, w, 4f * e.fract(), e.rotation + 180f);
|
||||
Draw.color(Palette.lighterOrange, Palette.lightOrange, e.fin());
|
||||
float w = 1.2f + 7 * e.fout();
|
||||
Shapes.tri(e.x, e.y, w, 25f * e.fout(), e.rotation);
|
||||
Shapes.tri(e.x, e.y, w, 4f * e.fout(), e.rotation + 180f);
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
shootBig2 = new Effect(10, e -> {
|
||||
Draw.color(Palette.lightOrange, Color.GRAY, e.ifract());
|
||||
float w = 1.2f + 8 * e.fract();
|
||||
Shapes.tri(e.x, e.y, w, 29f * e.fract(), e.rotation);
|
||||
Shapes.tri(e.x, e.y, w, 5f * e.fract(), e.rotation + 180f);
|
||||
Draw.color(Palette.lightOrange, Color.GRAY, e.fin());
|
||||
float w = 1.2f + 8 * e.fout();
|
||||
Shapes.tri(e.x, e.y, w, 29f * e.fout(), e.rotation);
|
||||
Shapes.tri(e.x, e.y, w, 5f * e.fout(), e.rotation + 180f);
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
|
||||
shootBigSmoke = new Effect(17f, e -> {
|
||||
Draw.color(Palette.lighterOrange, Color.LIGHT_GRAY, Color.GRAY, e.ifract());
|
||||
Draw.color(Palette.lighterOrange, Color.LIGHT_GRAY, Color.GRAY, e.fin());
|
||||
|
||||
Angles.randLenVectors(e.id, 8, e.powfract()*19f, e.rotation, 10f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fract()*2f + 0.2f);
|
||||
Angles.randLenVectors(e.id, 8, e.finpow()*19f, e.rotation, 10f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fout()*2f + 0.2f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
shootBigSmoke2 = new Effect(18f, e -> {
|
||||
Draw.color(Palette.lightOrange, Color.LIGHT_GRAY, Color.GRAY, e.ifract());
|
||||
Draw.color(Palette.lightOrange, Color.LIGHT_GRAY, Color.GRAY, e.fin());
|
||||
|
||||
Angles.randLenVectors(e.id, 9, e.powfract()*23f, e.rotation, 20f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fract()*2.4f + 0.2f);
|
||||
Angles.randLenVectors(e.id, 9, e.finpow()*23f, e.rotation, 20f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fout()*2.4f + 0.2f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
shootSmallFlame = new Effect(30f, e -> {
|
||||
Draw.color(Palette.lightFlame, Palette.darkFlame, Color.GRAY, e.ifract());
|
||||
Draw.color(Palette.lightFlame, Palette.darkFlame, Color.GRAY, e.fin());
|
||||
|
||||
Angles.randLenVectors(e.id, 8, e.powfract()*26f, e.rotation, 10f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, 0.65f + e.fract()*1.5f);
|
||||
Angles.randLenVectors(e.id, 8, e.finpow()*26f, e.rotation, 10f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, 0.65f + e.fout()*1.5f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
shellEjectSmall = new StaticEffect(30f, 400f, e -> {
|
||||
Draw.color(Palette.lightOrange, Color.LIGHT_GRAY, Palette.lightishGray, e.ifract());
|
||||
Draw.color(Palette.lightOrange, Color.LIGHT_GRAY, Palette.lightishGray, e.fin());
|
||||
float rot = e.rotation + 90f;
|
||||
for(int i : Mathf.signs){
|
||||
float len = (2f + e.powfract()*6f) * i;
|
||||
float lr = rot + e.ifract()*30f*i;
|
||||
float len = (2f + e.finpow()*6f) * i;
|
||||
float lr = rot + e.fin()*30f*i;
|
||||
Draw.rect("white",
|
||||
e.x + Angles.trnsx(lr, len) + Mathf.randomSeedRange(e.id + i + 7, 3f * e.ifract()),
|
||||
e.y + Angles.trnsy(lr, len) + Mathf.randomSeedRange(e.id + i + 8, 3f * e.ifract()),
|
||||
1f, 2f, rot + e.ifract()*50f*i);
|
||||
e.x + Angles.trnsx(lr, len) + Mathf.randomSeedRange(e.id + i + 7, 3f * e.fin()),
|
||||
e.y + Angles.trnsy(lr, len) + Mathf.randomSeedRange(e.id + i + 8, 3f * e.fin()),
|
||||
1f, 2f, rot + e.fin()*50f*i);
|
||||
}
|
||||
|
||||
Draw.color();
|
||||
}),
|
||||
|
||||
shellEjectMedium = new StaticEffect(34f, 400f, e -> {
|
||||
Draw.color(Palette.lightOrange, Color.LIGHT_GRAY, Palette.lightishGray, e.ifract());
|
||||
Draw.color(Palette.lightOrange, Color.LIGHT_GRAY, Palette.lightishGray, e.fin());
|
||||
float rot = e.rotation + 90f;
|
||||
for(int i : Mathf.signs){
|
||||
float len = (2f + e.powfract()*10f) * i;
|
||||
float lr = rot + e.ifract()*20f*i;
|
||||
float len = (2f + e.finpow()*10f) * i;
|
||||
float lr = rot + e.fin()*20f*i;
|
||||
Draw.rect("casing",
|
||||
e.x + Angles.trnsx(lr, len) + Mathf.randomSeedRange(e.id + i + 7, 3f * e.ifract()),
|
||||
e.y + Angles.trnsy(lr, len) + Mathf.randomSeedRange(e.id + i + 8, 3f * e.ifract()),
|
||||
e.x + Angles.trnsx(lr, len) + Mathf.randomSeedRange(e.id + i + 7, 3f * e.fin()),
|
||||
e.y + Angles.trnsy(lr, len) + Mathf.randomSeedRange(e.id + i + 8, 3f * e.fin()),
|
||||
2f, 3f, rot);
|
||||
}
|
||||
|
||||
Draw.color(Color.LIGHT_GRAY, Color.GRAY, e.ifract());
|
||||
Draw.color(Color.LIGHT_GRAY, Color.GRAY, e.fin());
|
||||
|
||||
for(int i : Mathf.signs){
|
||||
Angles.randLenVectors(e.id, 4, 1f + e.powfract()*11f, e.rotation + 90f*i, 20f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fract()*1.5f);
|
||||
Angles.randLenVectors(e.id, 4, 1f + e.finpow()*11f, e.rotation + 90f*i, 20f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fout()*1.5f);
|
||||
});
|
||||
}
|
||||
|
||||
@ -119,23 +119,23 @@ public class BulletFx {
|
||||
}),
|
||||
|
||||
shellEjectBig = new StaticEffect(22f, 400f, e -> {
|
||||
Draw.color(Palette.lightOrange, Color.LIGHT_GRAY, Palette.lightishGray, e.ifract());
|
||||
Draw.color(Palette.lightOrange, Color.LIGHT_GRAY, Palette.lightishGray, e.fin());
|
||||
float rot = e.rotation + 90f;
|
||||
for(int i : Mathf.signs){
|
||||
float len = (4f + e.powfract()*8f) * i;
|
||||
float lr = rot + Mathf.randomSeedRange(e.id + i + 6, 20f * e.ifract())*i;
|
||||
float len = (4f + e.finpow()*8f) * i;
|
||||
float lr = rot + Mathf.randomSeedRange(e.id + i + 6, 20f * e.fin())*i;
|
||||
Draw.rect("casing",
|
||||
e.x + Angles.trnsx(lr, len) + Mathf.randomSeedRange(e.id + i + 7, 3f * e.ifract()),
|
||||
e.y + Angles.trnsy(lr, len) + Mathf.randomSeedRange(e.id + i + 8, 3f * e.ifract()),
|
||||
e.x + Angles.trnsx(lr, len) + Mathf.randomSeedRange(e.id + i + 7, 3f * e.fin()),
|
||||
e.y + Angles.trnsy(lr, len) + Mathf.randomSeedRange(e.id + i + 8, 3f * e.fin()),
|
||||
2.5f, 4f,
|
||||
rot+ e.ifract()*30f*i + Mathf.randomSeedRange(e.id + i + 9, 40f * e.ifract()));
|
||||
rot+ e.fin()*30f*i + Mathf.randomSeedRange(e.id + i + 9, 40f * e.fin()));
|
||||
}
|
||||
|
||||
Draw.color(Color.LIGHT_GRAY);
|
||||
|
||||
for(int i : Mathf.signs){
|
||||
Angles.randLenVectors(e.id, 4, -e.powfract()*15f, e.rotation + 90f*i, 25f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fract()*2f);
|
||||
Angles.randLenVectors(e.id, 4, -e.finpow()*15f, e.rotation + 90f*i, 25f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fout()*2f);
|
||||
});
|
||||
}
|
||||
|
||||
@ -143,36 +143,36 @@ public class BulletFx {
|
||||
}),
|
||||
|
||||
hitBulletSmall = new Effect(14, e -> {
|
||||
Draw.color(Color.WHITE, Palette.lightOrange, e.ifract());
|
||||
Lines.stroke(0.5f + e.fract());
|
||||
Draw.color(Color.WHITE, Palette.lightOrange, e.fin());
|
||||
Lines.stroke(0.5f + e.fout());
|
||||
|
||||
Angles.randLenVectors(e.id, 5, e.ifract()*15f, e.rotation, 50f, (x, y) -> {
|
||||
Angles.randLenVectors(e.id, 5, e.fin()*15f, e.rotation, 50f, (x, y) -> {
|
||||
float ang = Mathf.atan2(x, y);
|
||||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fract()*3 + 1f);
|
||||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fout()*3 + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
hitBulletBig = new Effect(13, e -> {
|
||||
Draw.color(Color.WHITE, Palette.lightOrange, e.ifract());
|
||||
Lines.stroke(0.5f + e.fract()*1.5f);
|
||||
Draw.color(Color.WHITE, Palette.lightOrange, e.fin());
|
||||
Lines.stroke(0.5f + e.fout()*1.5f);
|
||||
|
||||
Angles.randLenVectors(e.id, 8, e.powfract()*30f, e.rotation, 50f, (x, y) -> {
|
||||
Angles.randLenVectors(e.id, 8, e.finpow()*30f, e.rotation, 50f, (x, y) -> {
|
||||
float ang = Mathf.atan2(x, y);
|
||||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fract()*4 + 1.5f);
|
||||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fout()*4 + 1.5f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
hitFlameSmall = new Effect(14, e -> {
|
||||
Draw.color(Palette.lightFlame, Palette.darkFlame, e.ifract());
|
||||
Lines.stroke(0.5f + e.fract());
|
||||
Draw.color(Palette.lightFlame, Palette.darkFlame, e.fin());
|
||||
Lines.stroke(0.5f + e.fout());
|
||||
|
||||
Angles.randLenVectors(e.id, 5, e.ifract()*15f, e.rotation, 50f, (x, y) -> {
|
||||
Angles.randLenVectors(e.id, 5, e.fin()*15f, e.rotation, 50f, (x, y) -> {
|
||||
float ang = Mathf.atan2(x, y);
|
||||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fract()*3 + 1f);
|
||||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fout()*3 + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
@ -180,23 +180,23 @@ public class BulletFx {
|
||||
|
||||
hitLancer = new Effect(12, e -> {
|
||||
Draw.color(Color.WHITE);
|
||||
Lines.stroke(e.fract()*1.5f);
|
||||
Lines.stroke(e.fout()*1.5f);
|
||||
|
||||
Angles.randLenVectors(e.id, 8, e.powfract()*17f, e.rotation, 360f, (x, y) -> {
|
||||
Angles.randLenVectors(e.id, 8, e.finpow()*17f, e.rotation, 360f, (x, y) -> {
|
||||
float ang = Mathf.atan2(x, y);
|
||||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fract()*4 + 1f);
|
||||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fout()*4 + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
despawn = new Effect(12, e -> {
|
||||
Draw.color(Palette.lighterOrange, Color.GRAY, e.ifract());
|
||||
Lines.stroke(e.fract());
|
||||
Draw.color(Palette.lighterOrange, Color.GRAY, e.fin());
|
||||
Lines.stroke(e.fout());
|
||||
|
||||
Angles.randLenVectors(e.id, 7, e.ifract()*7f, e.rotation, 40f, (x, y) -> {
|
||||
Angles.randLenVectors(e.id, 7, e.fin()*7f, e.rotation, 40f, (x, y) -> {
|
||||
float ang = Mathf.atan2(x, y);
|
||||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fract()*2 + 1f);
|
||||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fout()*2 + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
@ -206,43 +206,61 @@ public class BulletFx {
|
||||
|
||||
Draw.color(Palette.bulletYellow);
|
||||
e.scaled(6, i -> {
|
||||
Lines.stroke(3f * i.fract());
|
||||
Lines.circle(e.x, e.y, 3f + i.ifract()*10f);
|
||||
Lines.stroke(3f * i.fout());
|
||||
Lines.circle(e.x, e.y, 3f + i.fin()*10f);
|
||||
});
|
||||
|
||||
Draw.color(Color.GRAY);
|
||||
|
||||
Angles.randLenVectors(e.id, 5, 2f + 23f * e.powfract(), (x, y) ->{
|
||||
Fill.circle(e.x + x, e.y + y, e.fract()*3f + 0.5f);
|
||||
Angles.randLenVectors(e.id, 5, 2f + 23f * e.finpow(), (x, y) ->{
|
||||
Fill.circle(e.x + x, e.y + y, e.fout()*3f + 0.5f);
|
||||
});
|
||||
|
||||
Draw.color(Palette.lighterOrange);
|
||||
Lines.stroke(1f * e.fract());
|
||||
Lines.stroke(1f * e.fout());
|
||||
|
||||
Angles.randLenVectors(e.id + 1, 4, 1f + 23f * e.powfract(), (x, y) -> {
|
||||
Lines.lineAngle(e.x + x, e.y + y, Mathf.atan2(x, y), 1f + e.fract()*3f);
|
||||
Angles.randLenVectors(e.id + 1, 4, 1f + 23f * e.finpow(), (x, y) -> {
|
||||
Lines.lineAngle(e.x + x, e.y + y, Mathf.atan2(x, y), 1f + e.fout()*3f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
lancerLaserShoot = new Effect(12f, e -> {
|
||||
lancerLaserShoot = new Effect(21f, e -> {
|
||||
Draw.color(Palette.lancerLaser);
|
||||
|
||||
for(int i : Mathf.signs){
|
||||
Shapes.tri(e.x, e.y, 4f * e.fract(), 29f, e.rotation + 90f*i);
|
||||
Shapes.tri(e.x, e.y, 4f * e.fout(), 29f, e.rotation + 90f*i);
|
||||
}
|
||||
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
lancerLaserShootSmoke = new Effect(20f, e -> {
|
||||
lancerLaserShootSmoke = new Effect(26f, e -> {
|
||||
Draw.color(Palette.lancerLaser);
|
||||
|
||||
Angles.randLenVectors(e.id, 7, 80f, e.rotation, 0f, (x, y) -> {
|
||||
Lines.lineAngle(e.x + x, e.y + y, Mathf.atan2(x, y), e.fract()*9f);
|
||||
Lines.lineAngle(e.x + x, e.y + y, Mathf.atan2(x, y), e.fout()*9f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
lancerLaserCharge = new Effect(38f, e -> {
|
||||
Draw.color(Palette.lancerLaser);
|
||||
|
||||
Angles.randLenVectors(e.id, 2, 1f + 20f * e.fout(), e.rotation, 120f, (x, y) -> {
|
||||
Lines.lineAngle(e.x + x, e.y + y, Mathf.atan2(x, y), e.fslope()*3f + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
lancerLaserChargeBegin = new Effect(71f, e -> {
|
||||
Draw.color(Palette.lancerLaser);
|
||||
Fill.circle(e.x, e.y, e.fin() * 3f);
|
||||
|
||||
Draw.color();
|
||||
Fill.circle(e.x, e.y, e.fin() * 2f);
|
||||
});
|
||||
}
|
||||
|
@ -13,46 +13,46 @@ public class ExplosionFx {
|
||||
public static final Effect
|
||||
|
||||
generatorexplosion = new Effect(28, 40f, e -> {
|
||||
Angles.randLenVectors(e.id, 16, 10f + e.ifract()*8f, (x, y) -> {
|
||||
float size = e.fract()*12f + 1f;
|
||||
Draw.color(Color.WHITE, Color.PURPLE, e.ifract());
|
||||
Angles.randLenVectors(e.id, 16, 10f + e.fin()*8f, (x, y) -> {
|
||||
float size = e.fout()*12f + 1f;
|
||||
Draw.color(Color.WHITE, Color.PURPLE, e.fin());
|
||||
Draw.rect("circle", e.x + x, e.y + y, size, size);
|
||||
Draw.reset();
|
||||
});
|
||||
}),
|
||||
|
||||
shockwave = new Effect(10f, 80f, e -> {
|
||||
Draw.color(Color.WHITE, Color.LIGHT_GRAY, e.ifract());
|
||||
Lines.stroke(e.fract()*2f + 0.2f);
|
||||
Lines.circle(e.x, e.y, e.ifract()*28f);
|
||||
Draw.color(Color.WHITE, Color.LIGHT_GRAY, e.fin());
|
||||
Lines.stroke(e.fout()*2f + 0.2f);
|
||||
Lines.circle(e.x, e.y, e.fin()*28f);
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
nuclearShockwave = new Effect(10f, 200f, e -> {
|
||||
Draw.color(Color.WHITE, Color.LIGHT_GRAY, e.ifract());
|
||||
Lines.stroke(e.fract()*3f + 0.2f);
|
||||
Lines.poly(e.x, e.y, 40, e.ifract()*140f);
|
||||
Draw.color(Color.WHITE, Color.LIGHT_GRAY, e.fin());
|
||||
Lines.stroke(e.fout()*3f + 0.2f);
|
||||
Lines.poly(e.x, e.y, 40, e.fin()*140f);
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
explosion = new Effect(30, e -> {
|
||||
e.scaled(7, i -> {
|
||||
Lines.stroke(3f * i.fract());
|
||||
Lines.circle(e.x, e.y, 3f + i.ifract()*10f);
|
||||
Lines.stroke(3f * i.fout());
|
||||
Lines.circle(e.x, e.y, 3f + i.fin()*10f);
|
||||
});
|
||||
|
||||
Draw.color(Color.GRAY);
|
||||
|
||||
Angles.randLenVectors(e.id, 6, 2f + 19f * e.powfract(), (x, y) ->{
|
||||
Fill.circle(e.x + x, e.y + y, e.fract()*3f + 0.5f);
|
||||
Fill.circle(e.x + x/2f, e.y + y/2f, e.fract()*1f);
|
||||
Angles.randLenVectors(e.id, 6, 2f + 19f * e.finpow(), (x, y) ->{
|
||||
Fill.circle(e.x + x, e.y + y, e.fout()*3f + 0.5f);
|
||||
Fill.circle(e.x + x/2f, e.y + y/2f, e.fout()*1f);
|
||||
});
|
||||
|
||||
Draw.color(Palette.lighterOrange, Palette.lightOrange, Color.GRAY, e.ifract());
|
||||
Lines.stroke(1.5f * e.fract());
|
||||
Draw.color(Palette.lighterOrange, Palette.lightOrange, Color.GRAY, e.fin());
|
||||
Lines.stroke(1.5f * e.fout());
|
||||
|
||||
Angles.randLenVectors(e.id + 1, 8, 1f + 23f * e.powfract(), (x, y) -> {
|
||||
Lines.lineAngle(e.x + x, e.y + y, Mathf.atan2(x, y), 1f + e.fract()*3f);
|
||||
Angles.randLenVectors(e.id + 1, 8, 1f + 23f * e.finpow(), (x, y) -> {
|
||||
Lines.lineAngle(e.x + x, e.y + y, Mathf.atan2(x, y), 1f + e.fout()*3f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
|
@ -18,36 +18,36 @@ public class Fx{
|
||||
none = new Effect(0, 0f, e->{}),
|
||||
|
||||
place = new Effect(16, e -> {
|
||||
Lines.stroke(3f - e.ifract() * 2f);
|
||||
Lines.square(e.x, e.y, tilesize / 2f + e.ifract() * 3f);
|
||||
Lines.stroke(3f - e.fin() * 2f);
|
||||
Lines.square(e.x, e.y, tilesize / 2f + e.fin() * 3f);
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
breakBlock = new Effect(12, e -> {
|
||||
Lines.stroke(2f);
|
||||
Draw.color(Color.WHITE, Colors.get("break"), e.ifract());
|
||||
Lines.spikes(e.x, e.y, e.ifract() * 6f, 2, 5, 90);
|
||||
Draw.color(Color.WHITE, Colors.get("break"), e.fin());
|
||||
Lines.spikes(e.x, e.y, e.fin() * 6f, 2, 5, 90);
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
smoke = new Effect(100, e -> {
|
||||
Draw.color(Color.GRAY, new Color(0.3f, 0.3f, 0.3f, 1f), e.ifract());
|
||||
float size = 7f-e.ifract()*7f;
|
||||
Draw.color(Color.GRAY, new Color(0.3f, 0.3f, 0.3f, 1f), e.fin());
|
||||
float size = 7f-e.fin()*7f;
|
||||
Draw.rect("circle", e.x, e.y, size, size);
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
dash = new Effect(30, e -> {
|
||||
Draw.color(Color.CORAL, Color.GRAY, e.ifract());
|
||||
float size = e.fract()*4f;
|
||||
Draw.color(Color.CORAL, Color.GRAY, e.fin());
|
||||
float size = e.fout()*4f;
|
||||
Draw.rect("circle", e.x, e.y, size, size);
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
spawn = new Effect(23, e -> {
|
||||
Lines.stroke(2f);
|
||||
Draw.color(Color.DARK_GRAY, Color.SCARLET, e.ifract());
|
||||
Lines.circle(e.x, e.y, 7f - e.ifract() * 6f);
|
||||
Draw.color(Color.DARK_GRAY, Color.SCARLET, e.fin());
|
||||
Lines.circle(e.x, e.y, 7f - e.fin() * 6f);
|
||||
Draw.reset();
|
||||
}),
|
||||
|
||||
|
@ -33,6 +33,12 @@ public abstract class Turret extends Block{
|
||||
|
||||
protected final int timerTarget = timers++;
|
||||
|
||||
protected Color heatColor = Palette.turretHeat;
|
||||
protected Effect shootEffect = Fx.none;
|
||||
protected Effect smokeEffect = Fx.none;
|
||||
protected Effect ammoUseEffect = Fx.none;
|
||||
protected String shootsound = "shoot";
|
||||
|
||||
protected int ammoPerShot = 1;
|
||||
protected float ammoEjectBack = 1f;
|
||||
protected float range = 50f;
|
||||
@ -51,18 +57,12 @@ public abstract class Turret extends Block{
|
||||
protected BiConsumer<Tile, TurretEntity> drawer = (tile, entity) -> Draw.rect(name, tile.drawx() + tr2.x, tile.drawy() + tr2.y, entity.rotation - 90);
|
||||
protected BiConsumer<Tile, TurretEntity> heatDrawer = (tile, entity) ->{
|
||||
Graphics.setAdditiveBlending();
|
||||
Draw.color(Palette.turretHeat);
|
||||
Draw.color(heatColor);
|
||||
Draw.alpha(entity.heat);
|
||||
Draw.rect(name + "-heat", tile.drawx() + tr2.x, tile.drawy() + tr2.y, entity.rotation - 90);
|
||||
Graphics.setNormalBlending();
|
||||
};
|
||||
|
||||
|
||||
protected Effect shootEffect = Fx.none;
|
||||
protected Effect smokeEffect = Fx.none;
|
||||
protected Effect ammoUseEffect = Fx.none;
|
||||
protected String shootsound = "shoot";
|
||||
|
||||
public Turret(String name) {
|
||||
super(name);
|
||||
update = true;
|
||||
|
@ -0,0 +1,48 @@
|
||||
package io.anuke.mindustry.world.blocks.types.defense.turrets;
|
||||
|
||||
import io.anuke.mindustry.content.fx.Fx;
|
||||
import io.anuke.mindustry.resource.AmmoType;
|
||||
import io.anuke.mindustry.world.Tile;
|
||||
import io.anuke.ucore.core.Effects;
|
||||
import io.anuke.ucore.core.Effects.Effect;
|
||||
import io.anuke.ucore.core.Timers;
|
||||
import io.anuke.ucore.util.Mathf;
|
||||
|
||||
import static io.anuke.mindustry.Vars.tilesize;
|
||||
|
||||
public class LaserTurret extends PowerTurret {
|
||||
|
||||
protected float chargeTime = 30f;
|
||||
protected int chargeEffects = 5;
|
||||
protected float chargeMaxDelay = 10f;
|
||||
protected Effect chargeEffect = Fx.none;
|
||||
protected Effect chargeBeginEffect = Fx.none;
|
||||
|
||||
public LaserTurret(String name) {
|
||||
super(name);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void shoot(Tile tile, AmmoType ammo){
|
||||
TurretEntity entity = tile.entity();
|
||||
|
||||
useAmmo(tile);
|
||||
|
||||
tr.trns(entity.rotation, size * tilesize / 2);
|
||||
Effects.effect(chargeBeginEffect, tile.drawx() + tr.x, tile.drawy() + tr.y, entity.rotation);
|
||||
|
||||
for(int i = 0; i < chargeEffects; i ++){
|
||||
Timers.run(Mathf.random(chargeMaxDelay), () -> {
|
||||
tr.trns(entity.rotation, size * tilesize / 2);
|
||||
Effects.effect(chargeEffect, tile.drawx() + tr.x, tile.drawy() + tr.y, entity.rotation);
|
||||
});
|
||||
}
|
||||
|
||||
Timers.run(chargeTime, () -> {
|
||||
entity.recoil = recoil;
|
||||
entity.heat = 1f;
|
||||
bullet(tile, ammo.bullet, entity.rotation + Mathf.range(inaccuracy));
|
||||
effects(tile);
|
||||
});
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user