Crystal blocks
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@@ -50,7 +50,7 @@ public class Blocks{
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iceSnow, sandWater, darksandWater, duneWall, sandWall, moss, sporeMoss, shale, shaleWall, grass, salt,
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//boulders
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shaleBoulder, sandBoulder, daciteBoulder, boulder, snowBoulder, basaltBoulder, carbonBoulder, ferricBoulder, beryllicBoulder, yellowStoneBoulder,
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arkyicBoulder, crystalCluster, vibrantCrystalCluster, crystallineBoulder, redIceBoulder,
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arkyicBoulder, crystalCluster, vibrantCrystalCluster, crystalBlocks, crystallineBoulder, redIceBoulder,
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metalFloor, metalFloorDamaged, metalFloor2, metalFloor3, metalFloor4, metalFloor5, basalt, magmarock, hotrock, snowWall, saltWall,
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darkPanel1, darkPanel2, darkPanel3, darkPanel4, darkPanel5, darkPanel6, darkMetal,
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pebbles, tendrils,
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@@ -668,6 +668,13 @@ public class Blocks{
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clipSize = 128f;
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}};
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crystalBlocks = new TallBlock("crystal-blocks"){{
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variants = 3;
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clipSize = 128f;
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shadowAlpha = 0.5f;
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shadowOffset = -2.5f;
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}};
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crystallineBoulder = new Prop("crystalline-boulder"){{
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variants = 2;
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crystallineStone.asFloor().decoration = this;
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@@ -221,6 +221,16 @@ public class ErekirPlanetGenerator extends PlanetGenerator{
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&& !near(x, y, 4, Blocks.crystalCluster) && !near(x, y, 4, Blocks.vibrantCrystalCluster)){
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block = floor == Blocks.crystalFloor ? Blocks.vibrantCrystalCluster : Blocks.crystalCluster;
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}
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//TODO test, different placement
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if(block == Blocks.regolithWall && rand.chance(0.16) && nearAir(x, y) && !near(x, y, 3, Blocks.crystalBlocks)){
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block = Blocks.crystalBlocks;
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}
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//this is annoying as blocks under it can't be seen
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//if(block == Blocks.air && floor == Blocks.regolith && rand.chance(0.004) && !near(x, y, 3, Blocks.crystalBlocks)){
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// block = Blocks.crystalBlocks;
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//}
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});
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//vents
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@@ -11,6 +11,7 @@ public class TallBlock extends Block{
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public float shadowOffset = -3f;
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public float layer = Layer.power + 1;
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public float rotationRand = 20f;
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public float shadowAlpha = 0.6f;
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public TallBlock(String name){
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super(name);
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@@ -30,7 +31,7 @@ public class TallBlock extends Block{
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float rot = Mathf.randomSeedRange(tile.pos() + 1, rotationRand);
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Draw.z(Layer.power - 1);
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Draw.color(0f, 0f, 0f, 0.6f);
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Draw.color(0f, 0f, 0f, shadowAlpha);
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Draw.rect(variants > 0 ? variantShadowRegions[Mathf.randomSeed(tile.pos(), 0, Math.max(0, variantShadowRegions.length - 1))] : customShadowRegion,
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tile.worldx() + shadowOffset, tile.worldy() + shadowOffset, rot);
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