Vanguard mech visuals

This commit is contained in:
Anuken
2019-10-15 20:35:43 -04:00
parent a3871cca90
commit 47f423540d
12 changed files with 11837 additions and 11737 deletions

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@@ -23,10 +23,10 @@ public class Fx implements ContentList{
producesmoke, smeltsmoke, formsmoke, blastsmoke, lava, doorclose, dooropen, dooropenlarge, doorcloselarge, purify, purifyoil, purifystone, generate,
mine, mineBig, mineHuge, smelt, teleportActivate, teleport, teleportOut, ripple, bubble, launch,
healBlock, healBlockFull, healWaveMend, overdriveWave, overdriveBlockFull, shieldBreak, hitBulletSmall, hitFuse,
hitBulletBig, hitFlameSmall, hitLiquid, hitLaser, hitLancer, hitMeltdown, despawn, flakExplosion, blastExplosion,
hitBulletBig, hitFlameSmall, hitLiquid, hitLaser, hitYellowLaser, hitLancer, hitMeltdown, despawn, flakExplosion, blastExplosion,
plasticExplosion, artilleryTrail, incendTrail, missileTrail, absorb, flakExplosionBig, plasticExplosionFlak, burning, fire,
fireSmoke, steam, fireballsmoke, ballfire, freezing, melting, wet, oily, overdriven, dropItem, shockwave,
bigShockwave, nuclearShockwave, explosion, blockExplosion, blockExplosionSmoke, shootSmall, shootHeal, shootSmallSmoke, shootBig, shootBig2, shootBigSmoke,
bigShockwave, nuclearShockwave, explosion, blockExplosion, blockExplosionSmoke, shootSmall, shootHeal, shootHealYellow, shootSmallSmoke, shootBig, shootBig2, shootBigSmoke,
shootBigSmoke2, shootSmallFlame, shootPyraFlame, shootLiquid, shellEjectSmall, shellEjectMedium,
shellEjectBig, lancerLaserShoot, lancerLaserShootSmoke, lancerLaserCharge, lancerLaserChargeBegin, lightningCharge, lightningShoot,
unitSpawn, spawnShockwave, magmasmoke, impactShockwave, impactcloud, impactsmoke, dynamicExplosion, padlaunch, commandSend, coreLand;
@@ -279,6 +279,13 @@ public class Fx implements ContentList{
Draw.reset();
});
hitYellowLaser = new Effect(8, e -> {
Draw.color(Color.white, Pal.lightTrail, e.fin());
Lines.stroke(0.5f + e.fout());
Lines.circle(e.x, e.y, e.fin() * 5f);
Draw.reset();
});
despawn = new Effect(12, e -> {
Draw.color(Pal.lighterOrange, Color.gray, e.fin());
Lines.stroke(e.fout());
@@ -689,6 +696,14 @@ public class Fx implements ContentList{
Draw.reset();
});
shootHealYellow = new Effect(8, e -> {
Draw.color(Pal.lightTrail);
float w = 1f + 5 * e.fout();
Drawf.tri(e.x, e.y, w, 17f * e.fout(), e.rotation);
Drawf.tri(e.x, e.y, w, 4f * e.fout(), e.rotation + 180f);
Draw.reset();
});
shootSmallSmoke = new Effect(20f, e -> {
Draw.color(Pal.lighterOrange, Color.lightGray, Color.gray, e.fin());

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@@ -26,26 +26,32 @@ public class Mechs implements ContentList{
{
drillPower = 1;
mineSpeed = 4f;
speed = 0.5f;
speed = 0.49f;
drag = 0.09f;
health = 200f;
weaponOffsetX = -1;
engineSize = 2.3f;
weaponOffsetY = -1;
engineColor = Pal.lightTrail;
cellTrnsY = 1f;
buildPower = 1.2f;
weapon = new Weapon("seeker"){{
weapon = new Weapon("vanguard-blaster"){{
length = 1.5f;
reload = 20f;
reload = 30f;
roundrobin = true;
ejectEffect = Fx.shellEjectSmall;
bullet = new BasicBulletType(){{
inaccuracy = 6f;
velocityRnd = 0.1f;
ejectEffect = Fx.none;
bullet = new HealBulletType(){{
backColor = engineColor;
homingPower = 20f;
bulletHeight = 4f;
bulletWidth = 1.5f;
damage = 3f;
speed = 3f;
bulletWidth = 6f;
bulletHeight = 6f;
lifetime = 60f;
speed = 4f;
lifetime = 40f;
shootEffect = Fx.shootHealYellow;
smokeEffect = hitEffect = despawnEffect = Fx.hitYellowLaser;
}};
}};
}

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@@ -11,6 +11,8 @@ import io.anuke.mindustry.world.blocks.*;
public class HealBulletType extends BulletType{
protected float healPercent = 3f;
protected float bulletHeight = 7f, bulletWidth = 2f;
protected Color backColor = Pal.heal, frontColor = Color.white;
public HealBulletType(float speed, float damage){
super(speed, damage);
@@ -33,11 +35,11 @@ public class HealBulletType extends BulletType{
@Override
public void draw(Bullet b){
Draw.color(Pal.heal);
Lines.stroke(2f);
Lines.lineAngleCenter(b.x, b.y, b.rot(), 7f);
Draw.color(Color.white);
Lines.lineAngleCenter(b.x, b.y, b.rot(), 3f);
Draw.color(backColor);
Lines.stroke(bulletWidth);
Lines.lineAngleCenter(b.x, b.y, b.rot(), bulletHeight);
Draw.color(frontColor);
Lines.lineAngleCenter(b.x, b.y, b.rot(), bulletHeight / 2f);
Draw.reset();
}