Vanguard mech visuals
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core/assets-raw/sprites/mechs/ships/vanguard-ship.png
Normal file
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@@ -23,10 +23,10 @@ public class Fx implements ContentList{
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producesmoke, smeltsmoke, formsmoke, blastsmoke, lava, doorclose, dooropen, dooropenlarge, doorcloselarge, purify, purifyoil, purifystone, generate,
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producesmoke, smeltsmoke, formsmoke, blastsmoke, lava, doorclose, dooropen, dooropenlarge, doorcloselarge, purify, purifyoil, purifystone, generate,
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mine, mineBig, mineHuge, smelt, teleportActivate, teleport, teleportOut, ripple, bubble, launch,
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mine, mineBig, mineHuge, smelt, teleportActivate, teleport, teleportOut, ripple, bubble, launch,
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healBlock, healBlockFull, healWaveMend, overdriveWave, overdriveBlockFull, shieldBreak, hitBulletSmall, hitFuse,
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healBlock, healBlockFull, healWaveMend, overdriveWave, overdriveBlockFull, shieldBreak, hitBulletSmall, hitFuse,
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hitBulletBig, hitFlameSmall, hitLiquid, hitLaser, hitLancer, hitMeltdown, despawn, flakExplosion, blastExplosion,
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hitBulletBig, hitFlameSmall, hitLiquid, hitLaser, hitYellowLaser, hitLancer, hitMeltdown, despawn, flakExplosion, blastExplosion,
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plasticExplosion, artilleryTrail, incendTrail, missileTrail, absorb, flakExplosionBig, plasticExplosionFlak, burning, fire,
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plasticExplosion, artilleryTrail, incendTrail, missileTrail, absorb, flakExplosionBig, plasticExplosionFlak, burning, fire,
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fireSmoke, steam, fireballsmoke, ballfire, freezing, melting, wet, oily, overdriven, dropItem, shockwave,
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fireSmoke, steam, fireballsmoke, ballfire, freezing, melting, wet, oily, overdriven, dropItem, shockwave,
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bigShockwave, nuclearShockwave, explosion, blockExplosion, blockExplosionSmoke, shootSmall, shootHeal, shootSmallSmoke, shootBig, shootBig2, shootBigSmoke,
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bigShockwave, nuclearShockwave, explosion, blockExplosion, blockExplosionSmoke, shootSmall, shootHeal, shootHealYellow, shootSmallSmoke, shootBig, shootBig2, shootBigSmoke,
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shootBigSmoke2, shootSmallFlame, shootPyraFlame, shootLiquid, shellEjectSmall, shellEjectMedium,
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shootBigSmoke2, shootSmallFlame, shootPyraFlame, shootLiquid, shellEjectSmall, shellEjectMedium,
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shellEjectBig, lancerLaserShoot, lancerLaserShootSmoke, lancerLaserCharge, lancerLaserChargeBegin, lightningCharge, lightningShoot,
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shellEjectBig, lancerLaserShoot, lancerLaserShootSmoke, lancerLaserCharge, lancerLaserChargeBegin, lightningCharge, lightningShoot,
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unitSpawn, spawnShockwave, magmasmoke, impactShockwave, impactcloud, impactsmoke, dynamicExplosion, padlaunch, commandSend, coreLand;
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unitSpawn, spawnShockwave, magmasmoke, impactShockwave, impactcloud, impactsmoke, dynamicExplosion, padlaunch, commandSend, coreLand;
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@@ -279,6 +279,13 @@ public class Fx implements ContentList{
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Draw.reset();
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Draw.reset();
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});
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});
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hitYellowLaser = new Effect(8, e -> {
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Draw.color(Color.white, Pal.lightTrail, e.fin());
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Lines.stroke(0.5f + e.fout());
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Lines.circle(e.x, e.y, e.fin() * 5f);
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Draw.reset();
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});
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despawn = new Effect(12, e -> {
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despawn = new Effect(12, e -> {
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Draw.color(Pal.lighterOrange, Color.gray, e.fin());
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Draw.color(Pal.lighterOrange, Color.gray, e.fin());
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Lines.stroke(e.fout());
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Lines.stroke(e.fout());
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@@ -689,6 +696,14 @@ public class Fx implements ContentList{
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Draw.reset();
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Draw.reset();
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});
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});
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shootHealYellow = new Effect(8, e -> {
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Draw.color(Pal.lightTrail);
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float w = 1f + 5 * e.fout();
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Drawf.tri(e.x, e.y, w, 17f * e.fout(), e.rotation);
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Drawf.tri(e.x, e.y, w, 4f * e.fout(), e.rotation + 180f);
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Draw.reset();
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});
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shootSmallSmoke = new Effect(20f, e -> {
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shootSmallSmoke = new Effect(20f, e -> {
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Draw.color(Pal.lighterOrange, Color.lightGray, Color.gray, e.fin());
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Draw.color(Pal.lighterOrange, Color.lightGray, Color.gray, e.fin());
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@@ -26,26 +26,32 @@ public class Mechs implements ContentList{
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{
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{
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drillPower = 1;
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drillPower = 1;
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mineSpeed = 4f;
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mineSpeed = 4f;
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speed = 0.5f;
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speed = 0.49f;
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drag = 0.09f;
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drag = 0.09f;
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health = 200f;
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health = 200f;
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weaponOffsetX = -1;
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weaponOffsetX = -1;
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engineSize = 2.3f;
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weaponOffsetY = -1;
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weaponOffsetY = -1;
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engineColor = Pal.lightTrail;
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engineColor = Pal.lightTrail;
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cellTrnsY = 1f;
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cellTrnsY = 1f;
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buildPower = 1.2f;
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buildPower = 1.2f;
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weapon = new Weapon("seeker"){{
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weapon = new Weapon("vanguard-blaster"){{
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length = 1.5f;
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length = 1.5f;
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reload = 20f;
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reload = 30f;
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roundrobin = true;
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roundrobin = true;
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ejectEffect = Fx.shellEjectSmall;
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inaccuracy = 6f;
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bullet = new BasicBulletType(){{
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velocityRnd = 0.1f;
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ejectEffect = Fx.none;
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bullet = new HealBulletType(){{
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backColor = engineColor;
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homingPower = 20f;
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homingPower = 20f;
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bulletHeight = 4f;
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bulletWidth = 1.5f;
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damage = 3f;
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damage = 3f;
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speed = 3f;
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speed = 4f;
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bulletWidth = 6f;
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lifetime = 40f;
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bulletHeight = 6f;
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shootEffect = Fx.shootHealYellow;
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lifetime = 60f;
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smokeEffect = hitEffect = despawnEffect = Fx.hitYellowLaser;
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}};
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}};
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}};
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}};
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}
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}
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@@ -11,6 +11,8 @@ import io.anuke.mindustry.world.blocks.*;
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public class HealBulletType extends BulletType{
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public class HealBulletType extends BulletType{
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protected float healPercent = 3f;
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protected float healPercent = 3f;
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protected float bulletHeight = 7f, bulletWidth = 2f;
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protected Color backColor = Pal.heal, frontColor = Color.white;
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public HealBulletType(float speed, float damage){
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public HealBulletType(float speed, float damage){
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super(speed, damage);
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super(speed, damage);
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@@ -33,11 +35,11 @@ public class HealBulletType extends BulletType{
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@Override
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@Override
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public void draw(Bullet b){
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public void draw(Bullet b){
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Draw.color(Pal.heal);
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Draw.color(backColor);
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Lines.stroke(2f);
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Lines.stroke(bulletWidth);
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Lines.lineAngleCenter(b.x, b.y, b.rot(), 7f);
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Lines.lineAngleCenter(b.x, b.y, b.rot(), bulletHeight);
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Draw.color(Color.white);
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Draw.color(frontColor);
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Lines.lineAngleCenter(b.x, b.y, b.rot(), 3f);
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Lines.lineAngleCenter(b.x, b.y, b.rot(), bulletHeight / 2f);
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Draw.reset();
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Draw.reset();
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}
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}
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