Refactored almost every class, somehow didn't break game yet
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@@ -5,8 +5,6 @@ import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.utils.Array;
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import io.anuke.mindustry.Vars;
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import io.anuke.mindustry.core.GameState;
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import io.anuke.mindustry.core.GameState.State;
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import io.anuke.mindustry.game.SpawnPoint;
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import io.anuke.mindustry.world.Block;
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@@ -15,9 +13,9 @@ import io.anuke.mindustry.world.Tile;
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import io.anuke.mindustry.world.blocks.Blocks;
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import io.anuke.mindustry.world.blocks.types.StaticBlock;
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import io.anuke.ucore.core.Core;
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import io.anuke.ucore.graphics.Draw;
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import io.anuke.ucore.core.Graphics;
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import io.anuke.ucore.graphics.CacheBatch;
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import io.anuke.ucore.graphics.Draw;
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import io.anuke.ucore.graphics.Lines;
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import io.anuke.ucore.util.Mathf;
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@@ -89,7 +87,7 @@ public class BlockRenderer{
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if(!(block instanceof StaticBlock)){
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if(block == Blocks.air){
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if(!GameState.is(State.paused)) tile.floor().update(tile);
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if(!state.is(State.paused)) tile.floor().update(tile);
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}else{
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if(!expanded){
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@@ -190,11 +188,11 @@ public class BlockRenderer{
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Draw.reset();
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if(Vars.showPaths && Vars.debug){
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if(showPaths && debug){
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drawPaths();
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}
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if(Vars.debug && Vars.debugChunks){
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if(debug && debugChunks){
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Draw.color(Color.YELLOW);
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Lines.stroke(1f);
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for(int x = -crangex; x <= crangex; x++){
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@@ -213,7 +211,7 @@ public class BlockRenderer{
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void drawPaths(){
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Draw.color(Color.RED);
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for(SpawnPoint point : control.getSpawnPoints()){
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for(SpawnPoint point : world.getSpawns()){
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if(point.pathTiles != null){
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for(int i = 1; i < point.pathTiles.length; i ++){
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Lines.line(point.pathTiles[i-1].worldx(), point.pathTiles[i-1].worldy(),
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@@ -280,6 +278,6 @@ public class BlockRenderer{
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private void createBatch(){
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if(cbatch != null)
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cbatch.dispose();
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cbatch = new CacheBatch(Vars.world.width() * Vars.world.height() * 4);
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cbatch = new CacheBatch(world.width() * world.height() * 4);
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}
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}
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@@ -2,15 +2,17 @@ package io.anuke.mindustry.graphics;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.Colors;
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import io.anuke.mindustry.Vars;
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import io.anuke.ucore.graphics.Draw;
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import io.anuke.ucore.core.Effects.Effect;
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import io.anuke.ucore.graphics.Draw;
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import io.anuke.ucore.graphics.Hue;
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import io.anuke.ucore.graphics.Lines;
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import io.anuke.ucore.graphics.Shapes;
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import io.anuke.ucore.util.Angles;
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import io.anuke.ucore.util.Mathf;
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import static io.anuke.mindustry.Vars.respawnduration;
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import static io.anuke.mindustry.Vars.tilesize;
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public class Fx{
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public static Color lightRed = Hue.mix(Color.WHITE, Color.FIREBRICK, 0.1f);
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public static Color lightOrange = Color.valueOf("f68021");
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@@ -249,31 +251,31 @@ public class Fx{
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place = new Effect(16, e -> {
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Lines.stroke(3f - e.ifract() * 2f);
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Lines.square(e.x, e.y, Vars.tilesize / 2f + e.ifract() * 3f);
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Lines.square(e.x, e.y, tilesize / 2f + e.ifract() * 3f);
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Draw.reset();
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}),
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dooropen = new Effect(10, e -> {
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Lines.stroke(e.fract() * 1.6f);
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Lines.square(e.x, e.y, Vars.tilesize / 2f + e.ifract() * 2f);
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Lines.square(e.x, e.y, tilesize / 2f + e.ifract() * 2f);
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Draw.reset();
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}),
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doorclose= new Effect(10, e -> {
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Lines.stroke(e.fract() * 1.6f);
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Lines.square(e.x, e.y, Vars.tilesize / 2f + e.fract() * 2f);
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Lines.square(e.x, e.y, tilesize / 2f + e.fract() * 2f);
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Draw.reset();
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}),
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dooropenlarge = new Effect(10, e -> {
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Lines.stroke(e.fract() * 1.6f);
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Lines.square(e.x, e.y, Vars.tilesize + e.ifract() * 2f);
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Lines.square(e.x, e.y, tilesize + e.ifract() * 2f);
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Draw.reset();
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}),
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doorcloselarge = new Effect(10, e -> {
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Lines.stroke(e.fract() * 1.6f);
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Lines.square(e.x, e.y, Vars.tilesize + e.fract() * 2f);
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Lines.square(e.x, e.y, tilesize + e.fract() * 2f);
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Draw.reset();
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}),
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@@ -502,7 +504,7 @@ public class Fx{
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Draw.reset();
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}),
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respawn = new Effect(Vars.respawnduration, e -> {
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respawn = new Effect(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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