Ser-pew-lo Turret Animations (#8562)
* Scatter animations * Do the same thing to salvo Like, the exact same thing. Corporate wants you to tell the difference between these two pictures. They're the same picture. * Faster salvo barrel recoil * Move entire scatter midsection * Cyclone barrel animations
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After Width: | Height: | Size: 230 B |
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After Width: | Height: | Size: 221 B |
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After Width: | Height: | Size: 220 B |
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Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 1.4 KiB |
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core/assets-raw/sprites/blocks/turrets/cyclone/cyclone.png
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After Width: | Height: | Size: 1.1 KiB |
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Before Width: | Height: | Size: 517 B |
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After Width: | Height: | Size: 501 B |
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core/assets-raw/sprites/blocks/turrets/salvo/salvo-barrel.png
Normal file
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After Width: | Height: | Size: 383 B |
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core/assets-raw/sprites/blocks/turrets/salvo/salvo-heat.png
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After Width: | Height: | Size: 203 B |
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Before Width: | Height: | Size: 1.0 KiB After Width: | Height: | Size: 1.0 KiB |
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core/assets-raw/sprites/blocks/turrets/salvo/salvo.png
Normal file
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After Width: | Height: | Size: 864 B |
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Before Width: | Height: | Size: 853 B |
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core/assets-raw/sprites/blocks/turrets/scatter/scatter-mid.png
Normal file
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After Width: | Height: | Size: 499 B |
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After Width: | Height: | Size: 779 B |
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core/assets-raw/sprites/blocks/turrets/scatter/scatter.png
Normal file
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After Width: | Height: | Size: 547 B |
@@ -3055,7 +3055,7 @@ public class Blocks{
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progress = PartProgress.recoil;
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progress = PartProgress.recoil;
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recoilIndex = f;
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recoilIndex = f;
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under = true;
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under = true;
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moves.add(new PartMove(PartProgress.recoil, 0f, -1.5f, 0f));
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moveY = -1.5f;
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}});
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}});
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}
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}
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}};
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}};
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@@ -3122,6 +3122,15 @@ public class Blocks{
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}};
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}};
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}}
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}}
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);
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);
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drawer = new DrawTurret(){{
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parts.add(new RegionPart("-mid"){{
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progress = PartProgress.recoil;
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under = true;
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moveY = -1f;
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}});
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}};
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reload = 18f;
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reload = 18f;
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range = 220f;
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range = 220f;
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size = 2;
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size = 2;
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@@ -3130,7 +3139,7 @@ public class Blocks{
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shoot.shotDelay = 5f;
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shoot.shotDelay = 5f;
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shoot.shots = 2;
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shoot.shots = 2;
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recoil = 2f;
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recoil = 1f;
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rotateSpeed = 15f;
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rotateSpeed = 15f;
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inaccuracy = 17f;
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inaccuracy = 17f;
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shootCone = 35f;
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shootCone = 35f;
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@@ -3479,12 +3488,21 @@ public class Blocks{
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}}
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}}
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);
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);
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drawer = new DrawTurret(){{
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parts.add(new RegionPart("-barrel"){{
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progress = PartProgress.recoil.delay(0.5f); //Since recoil is 1-0, cut from the start instead of the end.
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under = true;
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turretHeatLayer = Layer.turret - 0.0001f;
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moveY = -1.5f;
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}});
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}};
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size = 2;
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size = 2;
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range = 190f;
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range = 190f;
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reload = 31f;
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reload = 31f;
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consumeAmmoOnce = false;
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consumeAmmoOnce = false;
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ammoEjectBack = 3f;
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ammoEjectBack = 3f;
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recoil = 3f;
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recoil = 2f;
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shake = 1f;
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shake = 1f;
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shoot.shots = 4;
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shoot.shots = 4;
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shoot.shotDelay = 3f;
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shoot.shotDelay = 3f;
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@@ -3776,7 +3794,8 @@ public class Blocks{
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explodeRange = 20f;
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explodeRange = 20f;
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}}
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}}
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);
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);
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shootY = 8.75f;
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shootY = 10f;
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shoot = new ShootBarrel(){{
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shoot = new ShootBarrel(){{
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barrels = new float[]{
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barrels = new float[]{
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0f, 1f, 0f,
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0f, 1f, 0f,
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@@ -3784,10 +3803,25 @@ public class Blocks{
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-3f, 0f, 0f,
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-3f, 0f, 0f,
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};
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};
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}};
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}};
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recoils = 3;
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drawer = new DrawTurret(){{
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for(int i = 3; i > 0; i--){
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int f = i;
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parts.add(new RegionPart("-barrel-" + i){{
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progress = PartProgress.recoil;
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recoilIndex = f - 1;
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under = true;
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moveY = -2f;
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}});
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}
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}};
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reload = 8f;
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reload = 8f;
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range = 200f;
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range = 200f;
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size = 3;
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size = 3;
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recoil = 3f;
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recoil = 1.5f;
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recoilTime = 10;
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rotateSpeed = 10f;
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rotateSpeed = 10f;
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inaccuracy = 10f;
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inaccuracy = 10f;
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shootCone = 30f;
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shootCone = 30f;
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