Implemented liquid turrets with ammo / Implemented flamer turret
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@@ -10,6 +10,8 @@ import io.anuke.ucore.util.Angles;
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import io.anuke.ucore.util.Mathf;
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public class BulletFx {
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public static Color lightFlame = Color.valueOf("ffdd55");
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public static Color darkFlame = Color.valueOf("db401c");
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public static Color lightOrange = Color.valueOf("f68021");
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public static Color lighterOrange = Color.valueOf("f6e096");
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@@ -33,6 +35,16 @@ public class BulletFx {
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Draw.reset();
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}),
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shootSmallFlame = new Effect(30f, e -> {
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Draw.color(lightFlame, darkFlame, Color.GRAY, e.ifract());
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Angles.randLenVectors(e.id, 8, e.powfract()*26f, e.rotation, 10f, (x, y) -> {
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Fill.circle(e.x + x, e.y + y, 0.65f + e.fract()*1.5f);
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});
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Draw.reset();
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}),
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shellEjectSmall = new Effect(30f, e -> {
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Draw.color(lightOrange, Color.LIGHT_GRAY, Color.GRAY, e.ifract());
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Draw.alpha(e.fract());
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@@ -45,7 +57,7 @@ public class BulletFx {
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Draw.color();
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}),
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hit = new Effect(14, e -> {
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hitBulletSmall = new Effect(14, e -> {
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Draw.color(Color.WHITE, lightOrange, e.ifract());
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Lines.stroke(0.5f + e.fract());
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@@ -57,6 +69,18 @@ public class BulletFx {
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Draw.reset();
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}),
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hitFlameSmall = new Effect(14, e -> {
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Draw.color(lightFlame, darkFlame, e.ifract());
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Lines.stroke(0.5f + e.fract());
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Angles.randLenVectors(e.id, 5, e.ifract()*15f, e.rotation, 50f, (x, y) -> {
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float ang = Mathf.atan2(x, y);
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Lines.lineAngle(e.x + x, e.y + y, ang, e.fract()*3 + 1f);
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});
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Draw.reset();
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}),
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despawn = new Effect(12, e -> {
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Draw.color(lighterOrange, Color.GRAY, e.ifract());
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Lines.stroke(e.fract());
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