Successful desktop compilation

This commit is contained in:
Anuken
2018-12-26 17:38:40 -05:00
parent 8879593381
commit 3b42b604e1
53 changed files with 560 additions and 585 deletions
@@ -2,7 +2,7 @@ package io.anuke.mindustry.content;
import io.anuke.arc.Core;
import io.anuke.arc.entities.Effects;
import io.anuke.arc.Graphics;
import io.anuke.arc.graphics.Blending;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.graphics.g2d.Draw;
import io.anuke.arc.graphics.g2d.TextureRegion;
@@ -202,14 +202,14 @@ public class Mechs implements ContentList{
public void draw(Player player){
if(player.shootHeat <= 0.01f) return;
float alpha = Core.batch.getColor().a;
float alpha = Core.graphics.batch().getColor().a;
Shaders.build.progress = player.shootHeat;
Shaders.build.region = armorRegion;
Shaders.build.time = Time.time() / 10f;
Shaders.build.color.set(Palette.accent).a = player.shootHeat;
Draw.shader(Shaders.build);
Draw.alpha(1f);
Draw.rect(armorRegion, player.snappedX(), player.snappedY(), player.rotation);
Draw.rect(armorRegion, player.snappedX(), player.snappedY()).rot(player.rotation);
Draw.shader(Shaders.mix);
Draw.color(1f, 1f, 1f, alpha);
}
@@ -268,13 +268,11 @@ public class Mechs implements ContentList{
public void draw(Player player){
float scl = scld(player);
if(scl < 0.01f) return;
float alpha = Core.batch.getColor().a;
float alpha = Core.graphics.batch().getColor().a;
Draw.shader();
Graphics.setAdditiveBlending();
Draw.color(Palette.lancerLaser);
Draw.alpha(scl/2f);
Draw.rect(shield, player.snappedX() + Mathf.range(scl/2f), player.snappedY() + Mathf.range(scl/2f), player.rotation - 90);
Graphics.setNormalBlending();
Draw.rect(shield, player.snappedX() + Mathf.range(scl/2f), player.snappedY() + Mathf.range(scl/2f)).rot(player.rotation - 90).blend(Blending.additive);
Draw.shader(Shaders.mix);
Draw.color();
Draw.alpha(alpha);
@@ -58,7 +58,7 @@ public class TurretBlocks extends BlockList implements ContentList{
ammoUseEffect = ShootFx.shellEjectSmall;
health = 160;
drawer = (tile, entity) -> Draw.rect(entity.target != null ? shootRegion : region, tile.drawx() + tr2.x, tile.drawy() + tr2.y, entity.rotation - 90);
drawer = (tile, entity) -> Draw.rect(entity.target != null ? shootRegion : region, tile.drawx() + tr2.x, tile.drawy() + tr2.y).rot(entity.rotation - 90);
}
};
@@ -157,20 +157,25 @@ public class TurretBlocks extends BlockList implements ContentList{
ammoUseEffect = ShootFx.shellEjectBig;
drawer = (tile, entity) -> {
Draw.rect(region, tile.drawx() + tr2.x, tile.drawy() + tr2.y, entity.rotation - 90);
float offsetx = (int) (Mathf.abscurve(Mathf.curve(entity.reload / reload, 0.3f, 0.2f)) * 3f);
float offsety = -(int) (Mathf.abscurve(Mathf.curve(entity.reload / reload, 0.3f, 0.2f)) * 2f);
Draw.rect(region, tile.drawx() + tr2.x, tile.drawy() + tr2.y).rot(entity.rotation - 90);
float offsetx = (int) (abscurve(Mathf.curve(entity.reload / reload, 0.3f, 0.2f)) * 3f);
float offsety = -(int) (abscurve(Mathf.curve(entity.reload / reload, 0.3f, 0.2f)) * 2f);
for(int i : Mathf.signs){
float rot = entity.rotation + 90 * i;
Draw.rect(panels[i == -1 ? 0 : 1],
tile.drawx() + tr2.x + Angles.trnsx(rot, offsetx, offsety),
tile.drawy() + tr2.y + Angles.trnsy(rot, -offsetx, offsety), entity.rotation - 90);
tile.drawy() + tr2.y + Angles.trnsy(rot, -offsetx, offsety)).rot(entity.rotation - 90);
}
};
health = 360;
}
/** Converts a value range from 0-1 to a value range 0-1-0. */
float abscurve(float f){
return 1f - Math.abs(f - 0.5f) * 2f;
}
};
ripple = new ArtilleryTurret("ripple"){{
@@ -1,6 +1,14 @@
package io.anuke.mindustry.content.bullets;
import io.anuke.arc.entities.Effects;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.graphics.g2d.CapStyle;
import io.anuke.arc.graphics.g2d.Draw;
import io.anuke.arc.graphics.g2d.Fill;
import io.anuke.arc.graphics.g2d.Lines;
import io.anuke.arc.math.Angles;
import io.anuke.arc.math.Mathf;
import io.anuke.arc.util.Time;
import io.anuke.mindustry.content.Liquids;
import io.anuke.mindustry.content.StatusEffects;
import io.anuke.mindustry.content.fx.BlockFx;
@@ -15,14 +23,10 @@ import io.anuke.mindustry.entities.effect.Fire;
import io.anuke.mindustry.entities.effect.Lightning;
import io.anuke.mindustry.game.ContentList;
import io.anuke.mindustry.graphics.Palette;
import io.anuke.mindustry.graphics.Shapes;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.blocks.BuildBlock;
import io.anuke.mindustry.world.blocks.distribution.MassDriver.DriverBulletData;
import io.anuke.arc.entities.Effects;
import io.anuke.arc.util.Time;
import io.anuke.arc.graphics.*;
import io.anuke.arc.math.Angles;
import io.anuke.arc.math.Mathf;
import static io.anuke.mindustry.Vars.content;
import static io.anuke.mindustry.Vars.world;
@@ -342,10 +346,10 @@ public class TurretBullets extends BulletList implements ContentList{
float w = 11f, h = 13f;
Draw.color(Palette.bulletYellowBack);
Draw.rect("shell-back", b.x, b.y, w, h, b.angle() + 90);
Draw.rect("shell-back", b.x, b.y, w, h).rot(b.angle() + 90);
Draw.color(Palette.bulletYellow);
Draw.rect("shell", b.x, b.y, w, h, b.angle() + 90);
Draw.rect("shell", b.x, b.y, w, h).rot(b.angle() + 90);
Draw.reset();
}
@@ -379,7 +383,7 @@ public class TurretBullets extends BulletList implements ContentList{
float baseAngle = data.to.angleTo(data.from);
//if angles are nearby, then yes, it did
if(Mathf.angNear(angleTo, baseAngle, 2f)){
if(Angles.near(angleTo, baseAngle, 2f)){
intersect = true;
//snap bullet position back; this is used for low-FPS situations
b.set(data.to.x + Angles.trnsx(baseAngle, hitDst), data.to.y + Angles.trnsy(baseAngle, hitDst));
@@ -263,14 +263,14 @@ public class BlockFx extends FxList implements ContentList{
Draw.reset();
});
ripple = new GroundEffect(false, 30, e -> {
Draw.color(Hue.shift(Tmp.c1.set(e.color), 2, 0.1f));
Draw.color(Tmp.c1.set(e.color).shiftValue(0.1f));
Lines.stroke(e.fout() + 0.4f);
Lines.circle(e.x, e.y, 2f + e.fin() * 4f);
Draw.reset();
});
bubble = new Effect(20, e -> {
Draw.color(Hue.shift(Tmp.c1.set(e.color), 2, 0.1f));
Draw.color(Tmp.c1.set(e.color).shiftValue(0.1f));
Lines.stroke(e.fout() + 0.2f);
Angles.randLenVectors(e.id, 2, 8f, (x, y) -> {
Lines.circle(e.x + x, e.y + y, 1f + e.fin() * 3f);
@@ -4,6 +4,7 @@ import io.anuke.arc.entities.Effects.Effect;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.graphics.g2d.Draw;
import io.anuke.arc.graphics.g2d.Fill;
import io.anuke.arc.math.Angles;
import io.anuke.arc.math.Mathf;
import io.anuke.mindustry.content.Liquids;
import io.anuke.mindustry.game.ContentList;
@@ -1,16 +1,16 @@
package io.anuke.mindustry.content.fx;
import io.anuke.arc.graphics.Color;
import io.anuke.mindustry.entities.effect.GroundEffectEntity.GroundEffect;
import io.anuke.mindustry.graphics.Palette;
import io.anuke.mindustry.game.ContentList;
import io.anuke.arc.entities.Effects.Effect;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.graphics.g2d.Draw;
import io.anuke.arc.graphics.g2d.Fill;
import io.anuke.arc.graphics.g2d.Lines;
import io.anuke.arc.graphics.Shapes;
import io.anuke.arc.math.Angles;
import io.anuke.arc.math.Mathf;
import io.anuke.mindustry.entities.effect.GroundEffectEntity.GroundEffect;
import io.anuke.mindustry.game.ContentList;
import io.anuke.mindustry.graphics.Palette;
import io.anuke.mindustry.graphics.Shapes;
public class ShootFx extends FxList implements ContentList{
public static Effect shootSmall, shootHeal, shootSmallSmoke, shootBig, shootBig2, shootBigSmoke, shootBigSmoke2, shootSmallFlame, shootLiquid, shellEjectSmall, shellEjectMedium, shellEjectBig, lancerLaserShoot, lancerLaserShootSmoke, lancerLaserCharge, lancerLaserChargeBegin, lightningCharge, lightningShoot;
@@ -111,7 +111,7 @@ public class ShootFx extends FxList implements ContentList{
Draw.rect("white",
e.x + Angles.trnsx(lr, len) + Mathf.randomSeedRange(e.id + i + 7, 3f * e.fin()),
e.y + Angles.trnsy(lr, len) + Mathf.randomSeedRange(e.id + i + 8, 3f * e.fin()),
1f, 2f, rot + e.fin() * 50f * i);
1f, 2f).rot(rot + e.fin() * 50f * i);
Draw.color();
});
@@ -125,7 +125,7 @@ public class ShootFx extends FxList implements ContentList{
Draw.rect("casing",
e.x + Angles.trnsx(lr, len) + Mathf.randomSeedRange(e.id + i + 7, 3f * e.fin()),
e.y + Angles.trnsy(lr, len) + Mathf.randomSeedRange(e.id + i + 8, 3f * e.fin()),
2f, 3f, rot);
2f, 3f).rot(rot);
}
Draw.color(Color.LIGHT_GRAY, Color.GRAY, e.fin());
@@ -148,8 +148,8 @@ public class ShootFx extends FxList implements ContentList{
Draw.rect("casing",
e.x + Angles.trnsx(lr, len) + Mathf.randomSeedRange(e.id + i + 7, 3f * e.fin()),
e.y + Angles.trnsy(lr, len) + Mathf.randomSeedRange(e.id + i + 8, 3f * e.fin()),
2.5f, 4f,
rot + e.fin() * 30f * i + Mathf.randomSeedRange(e.id + i + 9, 40f * e.fin()));
2.5f, 4f)
.rot(rot + e.fin() * 30f * i + Mathf.randomSeedRange(e.id + i + 9, 40f * e.fin()));
}
Draw.color(Color.LIGHT_GRAY);