Launch button
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@@ -24,14 +24,15 @@ public class Fx implements ContentList{
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vtolHover, unitDrop, unitPickup, unitLand, pickup, healWave, heal, landShock, reactorsmoke, nuclearsmoke, nuclearcloud,
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redgeneratespark, generatespark, fuelburn, plasticburn, pulverize, pulverizeRed, pulverizeRedder, pulverizeSmall, pulverizeMedium,
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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, commandSend,
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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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hitBulletBig, hitFlameSmall, hitLiquid, hitLaser, hitLancer, hitMeltdown, despawn, flakExplosion, blastExplosion,
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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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bigShockwave, nuclearShockwave, explosion, blockExplosion, blockExplosionSmoke, shootSmall, shootHeal, shootSmallSmoke, shootBig, shootBig2, shootBigSmoke,
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shootBigSmoke2, shootSmallFlame, 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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launchFull;
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@Override
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public void load(){
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@@ -1060,7 +1061,7 @@ public class Fx implements ContentList{
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Draw.reset();
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});
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commandSend = new Effect(28, e -> {
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launch = new Effect(28, e -> {
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Draw.color(Palette.command);
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Lines.stroke(e.fout() * 2f);
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Lines.poly(e.x, e.y, 40, 4f + e.finpow() * 120f);
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@@ -1108,5 +1109,12 @@ public class Fx implements ContentList{
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Lines.poly(e.x, e.y, 6, e.rotation + e.fin(), 90);
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Draw.reset();
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});
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launchFull = new Effect(60, 9999999999f, e -> {
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Draw.color();
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Draw.alpha(e.fslope());
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Fill.rect(Core.camera.position.x, Core.camera.position.y, Core.camera.width + 10, Core.camera.height + 10);
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Draw.reset();
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});
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}
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}
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@@ -16,7 +16,7 @@ public class Liquids implements ContentList{
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effect = StatusEffects.wet;
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}};
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slag = new Liquid("slag", Color.valueOf("e37341")){{
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slag = new Liquid("slag", Color.valueOf("ffcd66")){{
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temperature = 1f;
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viscosity = 0.8f;
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tier = 2;
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@@ -20,7 +20,7 @@ public class Weapons implements ContentList{
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blasterSmall = new Weapon("blaster"){{
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length = 1.5f;
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reload = 15f;
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reload = 20f;
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roundrobin = true;
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ejectEffect = Fx.shellEjectSmall;
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ammo = Bullets.standardCopper;
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@@ -28,7 +28,7 @@ public class Weapons implements ContentList{
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glaiveBlaster = new Weapon("bomber"){{
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length = 1.5f;
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reload = 10f;
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reload = 13f;
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roundrobin = true;
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ejectEffect = Fx.shellEjectSmall;
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ammo = Bullets.standardGlaive;
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@@ -54,7 +54,7 @@ public class Weapons implements ContentList{
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missiles = new Weapon("missiles"){{
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length = 1.5f;
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reload = 60f;
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reload = 70f;
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shots = 4;
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inaccuracy = 2f;
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roundrobin = true;
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@@ -18,6 +18,7 @@ public class Zones implements ContentList{
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deployCost = ItemStack.with(Items.copper, 100);
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startingItems = ItemStack.with(Items.copper, 50);
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alwaysUnlocked = true;
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conditionWave = 10;
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rules = () -> new Rules(){{
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waves = true;
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waveTimer = true;
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