mirror of
https://github.com/Anuken/Mindustry.git
synced 2025-07-09 15:27:45 +07:00
Added more weapons
This commit is contained in:
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core/assets/sounds/bloop.wav
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core/assets/sounds/bloop.wav
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core/assets/sounds/die.wav
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core/assets/sounds/die.wav
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core/assets/sounds/flame2.wav
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core/assets/sounds/flame2.wav
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core/assets/sounds/missile.wav
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core/assets/sounds/missile.wav
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core/assets/sounds/purchase.wav
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core/assets/sounds/purchase.wav
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core/assets/sounds/resonate.wav
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core/assets/sounds/resonate.wav
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core/assets/sounds/respawn.wav
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core/assets/sounds/respawn.wav
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@ -403,10 +403,24 @@ weapon-blaster
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orig: 8, 8
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offset: 0, 0
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index: -1
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weapon-trishot
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weapon-flamethrower
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rotate: false
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xy: 178, 3
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size: 8, 8
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orig: 8, 8
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offset: 0, 0
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index: -1
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weapon-multigun
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rotate: false
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xy: 188, 3
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size: 8, 8
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orig: 8, 8
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offset: 0, 0
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index: -1
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weapon-trishot
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rotate: false
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xy: 198, 3
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size: 8, 8
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orig: 8, 8
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offset: 0, 0
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index: -1
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Before Width: | Height: | Size: 4.4 KiB After Width: | Height: | Size: 4.6 KiB |
@ -25,7 +25,9 @@ public class Control extends RendererModule{
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atlas = new Atlas("mindustry.atlas");
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Sounds.load("shoot.wav", "place.wav", "explosion.wav", "enemyshoot.wav", "corexplode.wav", "break.wav", "spawn.wav", "flame.wav");
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Sounds.load("shoot.wav", "place.wav", "explosion.wav", "enemyshoot.wav",
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"corexplode.wav", "break.wav", "spawn.wav", "flame.wav", "die.wav",
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"respawn.wav", "purchase.wav", "flame2.wav");
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Musics.load("1.mp3", "2.mp3", "3.mp3");
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Generator.loadMaps();
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@ -83,6 +85,18 @@ public class Control extends RendererModule{
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if(!paused){
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if(respawntime > 0){
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respawntime -= delta();
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if(respawntime <= 0){
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player.set(core.worldx(), core.worldy()-8);
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player.heal();
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player.add();
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Effects.sound("respawn");
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}
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}
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if(enemies <= 0)
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wavetime -= delta();
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@ -46,6 +46,27 @@ public class EffectLoader{
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Draw.clear();
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});
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Effect.create("shoot", 8, e -> {
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Draw.thickness(1f);
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Draw.color(Hue.mix(Color.WHITE, Color.GOLD, e.ifract()));
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Draw.spikes(e.x, e.y, e.ifract() * 2f, 2, 5);
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Draw.clear();
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});
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Effect.create("shoot2", 8, e -> {
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Draw.thickness(1f);
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Draw.color(Hue.mix(Color.WHITE, Color.SKY, e.ifract()));
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Draw.spikes(e.x, e.y, e.ifract() * 2f, 1, 5);
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Draw.clear();
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});
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Effect.create("shoot3", 8, e -> {
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Draw.thickness(1f);
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Draw.color(Hue.mix(Color.WHITE, Color.GOLD, e.ifract()));
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Draw.spikes(e.x, e.y, e.ifract() * 2f, 1, 5);
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Draw.clear();
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});
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Effect.create("explosion", 15, e -> {
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Draw.thickness(2f);
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Draw.color(Hue.mix(Color.ORANGE, Color.GRAY, e.ifract()));
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@ -76,7 +97,7 @@ public class EffectLoader{
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Draw.clear();
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});
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Effect.create("respawn", respawntime, e -> {
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Effect.create("respawn", respawnduration, e -> {
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Draw.tcolor(Color.SCARLET);
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Draw.tscl(0.25f);
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Draw.text("Respawning in " + (int)((e.lifetime-e.time)/60), e.x, e.y);
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@ -16,6 +16,7 @@ public class Inventory{
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items.put(Item.stone, 2000);
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items.put(Item.iron, 2000);
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items.put(Item.steel, 2000);
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items.put(Item.coal, 2000);
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}
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}
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@ -370,7 +370,26 @@ public class UI extends SceneModule{
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}).width(w);
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get().setVisible(nplay);
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}};
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}}.end();
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new table(){{
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//atop();
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new table(){{
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get().background("button");
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new label("Respawning in"){{
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get().update(()->{
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get().setText("[crimson]Respawning in " + (int)(respawntime/60));
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});
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get().setFontScale(0.75f);
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}};
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visible(()->{
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return respawntime > 0;
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});
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}};
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}}.end();
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updateItems();
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@ -15,7 +15,7 @@ import io.anuke.mindustry.world.Tile;
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/**ick, global state*/
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public class Vars{
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public static final float placerange = 66;
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public static final float respawntime = 60*4;
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public static final float respawnduration = 60*4;
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public static final float wavespace = 20*60;
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public static final float enemyspawnspace = 65;
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public static final float breakduration = 30;
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@ -50,6 +50,8 @@ public class Vars{
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public static float wavetime;
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public static int enemies = 0;
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public static float respawntime;
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public static Tile core;
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public static Array<Tile> spawnpoints = new Array<Tile>();
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@ -68,6 +68,14 @@ public abstract class BulletType extends BaseBulletType<Bullet>{
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Draw.rect("bullet", b.x, b.y, b.angle());
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Draw.clear();
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}
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},
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shot2 = new BulletType(2.5f, 2){
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{lifetime=40;}
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public void draw(Bullet b){
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Draw.color(Color.SKY);
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Draw.rect("bullet", b.x, b.y, b.angle());
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Draw.clear();
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}
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};
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private BulletType(float speed, int damage){
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@ -29,13 +29,9 @@ public class Player extends DestructibleEntity{
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remove();
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Effects.effect("explosion", this);
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Effects.shake(4f, 5f);
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Effects.effect("respawn", this);
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Effects.sound("die", this);
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Timers.run(respawntime, ()->{
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set(core.worldx(), core.worldy()-8);
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heal();
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add();
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});
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respawntime = respawnduration;
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}
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@Override
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@ -74,7 +70,7 @@ public class Player extends DestructibleEntity{
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if(shooting && reload <= 0){
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currentWeapon.shoot(this);
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Sounds.play("shoot");
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Sounds.play(currentWeapon.shootsound);
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reload = currentWeapon.reload;
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}
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@ -1,17 +1,29 @@
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package io.anuke.mindustry.entities;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Vector2;
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import io.anuke.mindustry.resource.Item;
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import io.anuke.mindustry.resource.ItemStack;
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import io.anuke.ucore.core.Effects;
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import io.anuke.ucore.entities.Entity;
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import io.anuke.ucore.util.Angles;
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import io.anuke.ucore.util.Mathf;
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public enum Weapon{
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blaster(15, BulletType.shot, "Shoots a slow, weak bullet."){
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{
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unlocked = true;
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}
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@Override
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public void shoot(Player p){
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super.shoot(p);
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Effects.effect("shoot3", p.x + vector.x, p.y+vector.y);
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}
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},
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trishot(15, BulletType.shot, "Shoots 3 bullets in a spread.", stack(Item.iron, 40)){
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trishot(13, BulletType.shot, "Shoots 3 bullets in a spread.", stack(Item.iron, 40)){
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@Override
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public void shoot(Player p){
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@ -21,14 +33,46 @@ public enum Weapon{
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bullet(p, p.x, p.y, ang);
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bullet(p, p.x, p.y, ang+space);
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bullet(p, p.x, p.y, ang-space);
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Effects.effect("shoot", p.x + vector.x, p.y+vector.y);
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}
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},
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multigun(6, BulletType.shot2, "Shoots inaccurate bullets with a high\nrate of fire.", stack(Item.iron, 60), stack(Item.steel, 20)){
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@Override
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public void shoot(Player p){
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float ang = mouseAngle(p);
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MathUtils.random.setSeed(Gdx.graphics.getFrameId());
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bullet(p, p.x, p.y, ang + Mathf.range(8));
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Effects.effect("shoot2", p.x + vector.x, p.y+vector.y);
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}
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},
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flamethrower(5, BulletType.flame, "Shoots a stream of fire.", stack(Item.steel, 60), stack(Item.coal, 60)){
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{
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shootsound = "flame2";
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}
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@Override
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public void shoot(Player p){
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float ang = mouseAngle(p);
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//????
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MathUtils.random.setSeed(Gdx.graphics.getFrameId());
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bullet(p, p.x, p.y, ang + Mathf.range(12));
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}
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};
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public float reload;
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public BulletType type;
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float reload;
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BulletType type;
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public String shootsound = "shoot";
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public boolean unlocked;
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public ItemStack[] requirements;
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public String description = "no desc for you";
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Vector2 vector = new Vector2();
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private Weapon(float reload, BulletType type, String desc, ItemStack... requirements){
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this.reload = reload;
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this.type = type;
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@ -45,7 +89,8 @@ public enum Weapon{
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}
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void bullet(Entity owner, float x, float y, float angle){
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new Bullet(type, owner, x, y, angle).add();
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vector.set(3, 0).rotate(mouseAngle(owner));
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new Bullet(type, owner, x+vector.x, y+vector.y, angle).add();
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}
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private static ItemStack stack(Item item, int amount){
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@ -8,6 +8,7 @@ import io.anuke.mindustry.Inventory;
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import io.anuke.mindustry.entities.Weapon;
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import io.anuke.mindustry.resource.ItemStack;
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import io.anuke.ucore.core.Draw;
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import io.anuke.ucore.core.Effects;
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import io.anuke.ucore.scene.event.Touchable;
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import io.anuke.ucore.scene.ui.*;
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import io.anuke.ucore.scene.ui.layout.Table;
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@ -37,6 +38,7 @@ public class UpgradeDialog extends Dialog{
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weptab.background("button");
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weptab.pad(20);
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int i = 0;
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for(Weapon weapon : Weapon.values()){
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TextButton button = new TextButton(weapon.name());
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@ -60,8 +62,12 @@ public class UpgradeDialog extends Dialog{
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button.setDisabled(!Inventory.hasItems(weapon.requirements));
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});
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if(i > 0 && (i)%2==0)
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weptab.row();
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weptab.add(button).width(160);
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i++;
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weptab.add(button).width(210);
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Table tiptable = new Table();
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@ -107,6 +113,7 @@ public class UpgradeDialog extends Dialog{
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weapons.put(weapon, true);
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ui.updateWeapons();
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run.run();
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Effects.sound("purchase");
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});
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}
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