Added item drops, fixed various bugs

This commit is contained in:
Anuken
2018-06-04 16:17:24 -04:00
parent a6225962b0
commit 2a5118326a
35 changed files with 233 additions and 81 deletions

View File

@@ -9,6 +9,7 @@ import io.anuke.mindustry.entities.Player;
import io.anuke.mindustry.entities.TileEntity;
import io.anuke.mindustry.entities.bullet.Bullet;
import io.anuke.mindustry.entities.effect.Fire;
import io.anuke.mindustry.entities.effect.ItemDrop;
import io.anuke.mindustry.entities.effect.Puddle;
import io.anuke.mindustry.entities.effect.Shield;
import io.anuke.mindustry.entities.units.BaseUnit;
@@ -16,7 +17,7 @@ import io.anuke.mindustry.game.Team;
import io.anuke.mindustry.io.Version;
import io.anuke.ucore.entities.Entities;
import io.anuke.ucore.entities.EntityGroup;
import io.anuke.ucore.entities.component.DrawTrait;
import io.anuke.ucore.entities.trait.DrawTrait;
import io.anuke.ucore.entities.impl.EffectEntity;
import io.anuke.ucore.scene.ui.layout.Unit;
import io.anuke.ucore.util.OS;
@@ -63,7 +64,7 @@ public class Vars{
//whether turrets have infinite ammo (only with debug)
public static boolean infiniteAmmo = true;
//whether to show paths of enemies
public static boolean showPaths = true;
public static boolean showPaths = false;
//if false, player is always hidden
public static boolean showPlayer = true;
//whether to hide ui, only on debug
@@ -81,6 +82,8 @@ public class Vars{
public static final int saveSlots = 64;
public static final float itemSize = 5f;
//only if smoothCamera
public static boolean snapCamera = true;
@@ -132,8 +135,10 @@ public class Vars{
public static EntityGroup<Shield> shieldGroup;
public static EntityGroup<EffectEntity> effectGroup;
public static EntityGroup<DrawTrait> groundEffectGroup;
public static EntityGroup<ItemDrop> itemGroup;
public static EntityGroup<Puddle> puddleGroup;
public static EntityGroup<Fire> airItemGroup;
public static EntityGroup<Fire> fireGroup;
public static EntityGroup<BaseUnit>[] unitGroups;
public static void init(){
@@ -146,7 +151,8 @@ public class Vars{
effectGroup = Entities.addGroup(EffectEntity.class, false);
groundEffectGroup = Entities.addGroup(DrawTrait.class, false);
puddleGroup = Entities.addGroup(Puddle.class, false);
airItemGroup = Entities.addGroup(Fire.class, false);
itemGroup = Entities.addGroup(ItemDrop.class);
fireGroup = Entities.addGroup(Fire.class, false);
unitGroups = new EntityGroup[Team.values().length];
threads = new ThreadHandler(Platform.instance.getThreadProvider());