Make lightning have frag angle properties
Adds `lightningCone`, which is the full angle of where the lightning direction can be, and `lightningAngle` which is the angle compared to the bullet that the center of the lightning cone is.
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@@ -77,6 +77,7 @@ public abstract class BulletType extends Content{
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//additional effects
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public float fragCone = 360f;
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public float fragAngle = 0f;
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public int fragBullets = 9;
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public float fragVelocityMin = 0.2f, fragVelocityMax = 1f, fragLifeMin = 1f, fragLifeMax = 1f;
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public BulletType fragBullet = null;
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@@ -101,6 +102,8 @@ public abstract class BulletType extends Content{
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public int lightningLength = 5, lightningLengthRand = 0;
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/** Use a negative value to use default bullet damage. */
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public float lightningDamage = -1;
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public float lightningCone = 360f;
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public float lightningAngle = 0f;
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public float weaveScale = 1f;
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public float weaveMag = -1f;
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@@ -156,7 +159,7 @@ public abstract class BulletType extends Content{
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if(fragBullet != null){
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for(int i = 0; i < fragBullets; i++){
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float len = Mathf.random(1f, 7f);
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float a = b.rotation() + Mathf.range(fragCone/2);
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float a = b.rotation() + Mathf.range(fragCone/2) + fragAngle;
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fragBullet.create(b, x + Angles.trnsx(a, len), y + Angles.trnsy(a, len), a, Mathf.random(fragVelocityMin, fragVelocityMax), Mathf.random(fragLifeMin, fragLifeMax));
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}
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}
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@@ -181,7 +184,8 @@ public abstract class BulletType extends Content{
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}
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for(int i = 0; i < lightning; i++){
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Lightning.create(b, lightningColor, lightningDamage < 0 ? damage : lightningDamage, b.x, b.y, Mathf.random(360f), lightningLength + Mathf.random(lightningLengthRand));
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float litA = b.rotation() + Mathf.range(lightningCone/2) + lightningAngle;
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Lightning.create(b, lightningColor, lightningDamage < 0 ? damage : lightningDamage, b.x, b.y, litA, lightningLength + Mathf.random(lightningLengthRand));
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}
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}
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