Android performance improvements
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@@ -77,7 +77,8 @@ project(":core") {
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apply plugin: "java"
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dependencies {
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compile 'com.github.Anuken:ucore:07fe3a5394'
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//compile fileTree(dir: '../core/lib', include: '*.jar')
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compile 'com.github.Anuken:ucore:b58e4bd'
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compile "com.badlogicgames.gdx:gdx:$gdxVersion"
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compile "com.badlogicgames.gdx:gdx-ai:1.8.1"
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}
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@@ -146,7 +146,7 @@ public class Control extends RendererModule{
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smoothCamera(core.worldx(), core.worldy(), 0.4f);
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}
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updateShake();
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updateShake(0.5f);
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float prevx = camera.position.x, prevy = camera.position.y;
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clampCamera(-tilesize / 2f, -tilesize / 2f, pixsize - tilesize / 2f, pixsize - tilesize / 2f);
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@@ -40,27 +40,19 @@ public class UI extends SceneModule{
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Dialog about, menu, restart, tutorial, levels, upgrades;
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Tooltip tooltip;
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VisibilityProvider play = () -> {
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return playing;
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};
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VisibilityProvider play = () -> playing;
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VisibilityProvider nplay = () -> {
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return !playing;
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};
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VisibilityProvider nplay = () -> !playing;
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public UI() {
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Dialog.setShowAction(()->{
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return sequence(Actions.moveToAligned(Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight(), Align.center),
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Dialog.setShowAction(()-> sequence(Actions.moveToAligned(Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight(), Align.center),
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parallel(Actions.moveToAligned(Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight()/2, Align.center, 0.09f, Interpolation.fade),
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Actions.fadeIn(0.09f, Interpolation.fade)));
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});
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Actions.fadeIn(0.09f, Interpolation.fade))));
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Dialog.setHideAction(()->{
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return sequence(
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Dialog.setHideAction(()-> sequence(
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parallel(Actions.moveBy(0, -Gdx.graphics.getHeight()/2, 0.08f, Interpolation.fade),
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Actions.fadeOut(0.08f, Interpolation.fade)));
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});
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Actions.fadeOut(0.08f, Interpolation.fade))));
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skin.font().setUseIntegerPositions(false);
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skin.font().getData().setScale(Vars.fontscale);
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@@ -301,9 +293,7 @@ public class UI extends SceneModule{
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table.add().size(size);
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}
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table.setVisible(()->{
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return button.isChecked();
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});
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table.setVisible(()-> button.isChecked());
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stack.add(table);
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}
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@@ -355,21 +345,13 @@ public class UI extends SceneModule{
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new table(){{
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get().background("button");
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new label("Wave 1"){{
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get().setFontScale(fontscale*2f);
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get().update(() -> {
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get().setText("[YELLOW]Wave " + wave);
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});
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}}.left();
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new label(()->"[YELLOW]Wave " + wave).scale(fontscale*2f).left();
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row();
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new label("Time"){{
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get().update(() -> {
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get().setText(enemies > 0 ?
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enemies + " Enemies remaining" : "New wave in " + (int) (wavetime / 60f));
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});
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}}.minWidth(150);
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new label(()->enemies > 0 ?
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enemies + " Enemies remaining" : "New wave in " + (int) (wavetime / 60f))
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.minWidth(150);
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get().pad(Unit.dp.inPixels(12));
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}};
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@@ -379,7 +361,8 @@ public class UI extends SceneModule{
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//if(Gdx.app.getType() != ApplicationType.Android){
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//+- table
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//+- table
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//TODO refactor to make this less messy
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new table(){{
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aleft();
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abottom();
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@@ -28,6 +28,7 @@ public class Vars{
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public static final int baseCameraScale = Math.round(Unit.dp.inPixels(4));
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public static final int zoomScale = Math.round(Unit.dp.inPixels(1));
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public static int multiplier = android ? 2 : 1;
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public static final Vector2 vector = new Vector2();
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public static final int tilesize = 8;
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@@ -10,7 +10,6 @@ import com.badlogic.gdx.utils.Array;
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import io.anuke.mindustry.entities.Enemy;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.ucore.core.Effects;
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public class Pathfind{
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static MHueristic heuristic = new MHueristic();
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static PassTileGraph passgraph = new PassTileGraph();
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@@ -77,10 +76,10 @@ public class Pathfind{
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}
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if(debug)
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for(Tile tile : path){
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Effects.effect("ind", tile.worldx(), tile.worldy());
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}
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//if(debug)
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//for(Tile tile : path){
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// Effects.effect("ind", tile.worldx(), tile.worldy());
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//}
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}
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}
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@@ -54,7 +54,7 @@ public class Enemy extends DestructibleEntity{
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}
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if(target != null){
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if(Timers.get(hashCode()+"reload", reload)){
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if(Timers.get(this, "reload", reload*Vars.multiplier)){
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shoot();
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Effects.sound(shootsound, this);
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}
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@@ -62,9 +62,9 @@ public class Enemy extends DestructibleEntity{
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}
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public void shoot(){
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vector.set(length, 0).rotate(direction.angle());
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new Bullet(bullet, this, x+vector.x, y+vector.y, direction.angle()).add();
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Bullet out = new Bullet(bullet, this, x+vector.x, y+vector.y, direction.angle()).add();
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out.damage = bullet.damage*Vars.multiplier;
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}
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@Override
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@@ -90,7 +90,7 @@ public class Turret extends Block{
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if(enemy != null){
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entity.rotation = MathUtils.lerpAngleDeg(entity.rotation, Angles.predictAngle(tile.worldx(), tile.worldy(), enemy.x, enemy.y, enemy.xvelocity, enemy.yvelocity, bullet.speed - 0.1f), 0.2f);
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float reload = Vars.android ? this.reload*2 : this.reload;
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float reload = Vars.multiplier*this.reload;
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if(Timers.get(tile, reload)){
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Effects.sound(shootsound, entity);
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shoot(tile);
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@@ -109,15 +109,13 @@ public class Turret extends Block{
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TurretEntity entity = tile.entity();
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vector.set(0, 4).setAngle(entity.rotation);
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new Bullet(bullet, tile.entity, tile.worldx()+vector.x, tile.worldy()+vector.y, entity.rotation).add();
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Bullet out = new Bullet(bullet, tile.entity, tile.worldx()+vector.x, tile.worldy()+vector.y, entity.rotation).add();
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out.damage = bullet.damage*Vars.multiplier;
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}
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protected void bullet(Tile tile, float angle){
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Bullet out = new Bullet(bullet, tile.entity, tile.worldx()+vector.x, tile.worldy()+vector.y, angle).add();
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if(Vars.android){
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out.damage *= 2;
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}
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out.damage = bullet.damage*Vars.multiplier;
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}
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static class TurretEntity extends TileEntity{
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