More UI changes, made weapons usable, fixed ammo for turret types

This commit is contained in:
Anuken
2017-09-24 12:20:43 -04:00
parent 67b1fc4dbd
commit 2f092604a3
19 changed files with 156 additions and 93 deletions

View File

@@ -14,7 +14,6 @@ import io.anuke.mindustry.world.World;
import io.anuke.mindustry.world.blocks.Blocks;
import io.anuke.mindustry.world.blocks.ProductionBlocks;
import io.anuke.ucore.core.*;
import io.anuke.ucore.scene.utils.Cursors;
import io.anuke.ucore.util.Mathf;
public class AndroidInput extends InputAdapter{
@@ -87,11 +86,6 @@ public class AndroidInput extends InputAdapter{
for(ItemStack stack : player.recipe.requirements){
Inventory.removeItem(stack);
}
if(!Inventory.hasItems(player.recipe.requirements)){
player.recipe = null;
Cursors.restoreCursor();
}
}
}

View File

@@ -6,6 +6,9 @@ import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.input.GestureDetector.GestureAdapter;
import com.badlogic.gdx.math.Vector2;
import io.anuke.mindustry.GameState;
import io.anuke.mindustry.GameState.State;
import io.anuke.mindustry.Inventory;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.World;
import io.anuke.mindustry.world.blocks.Blocks;
@@ -22,7 +25,7 @@ public class GestureHandler extends GestureAdapter{
public boolean longPress(float x, float y){
Tile tile = World.cursorTile();
player.breaktime += Timers.delta();
if(player.breaktime >= tile.block().breaktime){
if(!GameState.is(State.menu) && player.breaktime >= tile.block().breaktime){
Effects.effect("break", tile.worldx(), tile.worldy());
Effects.shake(3f, 1f);
tile.setBlock(Blocks.air);
@@ -34,7 +37,7 @@ public class GestureHandler extends GestureAdapter{
@Override
public boolean pan(float x, float y, float deltaX, float deltaY){
if(player.recipe == null){
if(player.recipe == null || !Inventory.hasItems(player.recipe.requirements)){
player.x -= deltaX*Core.camera.zoom/Core.cameraScale;
player.y += deltaY*Core.camera.zoom/Core.cameraScale;
}else{

View File

@@ -42,11 +42,12 @@ public class Input{
//TODO restore cursor when requirements are back
for(int i = 0; i < 9; i ++)
for(int i = 0; i < 9; i ++){
if(Inputs.keyUp(Keys.valueOf(""+(i+1))) && i < control.getWeapons().size){
player.weapon = control.getWeapons().get(i);
ui.updateWeapons();
}
}
if(Inputs.buttonUp(Buttons.LEFT) && player.recipe != null &&
World.validPlace(World.tilex(), World.tiley(), player.recipe.result) && !ui.hasMouse() &&