Added new SFX, dashing, made generation FPS-independent
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@@ -3,7 +3,6 @@ package io.anuke.mindustry.entities;
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import static io.anuke.mindustry.Vars.*;
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import com.badlogic.gdx.Input.Buttons;
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import com.badlogic.gdx.Input.Keys;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Vector2;
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@@ -26,7 +25,8 @@ public class Player extends DestructibleEntity{
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public int rotation;
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private Vector2 direction = new Vector2();
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private float speed = 1f;
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private float speed = 1.1f;
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private float dashSpeed = 1.8f;
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public Player(){
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hitbox.setSize(5);
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@@ -71,8 +71,13 @@ public class Player extends DestructibleEntity{
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float speed = this.speed;
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if(Vars.debug && Inputs.keyDown(Keys.SHIFT_LEFT))
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speed *= 3f;
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if(Inputs.keyDown("dash")){
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speed = dashSpeed;
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if(Vars.debug){
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// speed *= 3f;
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}
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}
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if(health < maxhealth && Timers.get(this, "regen", 50))
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health ++;
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@@ -88,13 +93,18 @@ public class Player extends DestructibleEntity{
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if(Inputs.keyDown("right"))
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vector.x += speed;
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boolean shooting = Inputs.buttonDown(Buttons.LEFT) && recipe == null && !ui.hasMouse() && !Input.onConfigurable();
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boolean shooting = !Inputs.keyDown("dash") && Inputs.buttonDown(Buttons.LEFT) && recipe == null && !ui.hasMouse() && !Input.onConfigurable();
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if(shooting && Timers.get(this, "reload", weapon.reload)){
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weapon.shoot(this);
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Sounds.play(weapon.shootsound);
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}
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if(Inputs.keyDown("dash") && Timers.get(this, "dashfx", 3) && vector.len() > 0){
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Angles.translation(direction.angle() + 180, 3f);
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Effects.effect(Fx.dashsmoke, x + Angles.x(), y + Angles.y());
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}
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vector.limit(speed);
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if(!Vars.noclip){
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@@ -438,6 +438,14 @@ public class Fx{
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Draw.reset();
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}),
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dashsmoke = new Effect(30, e -> {
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Draw.color(Color.CORAL, Color.GRAY, e.ifract());
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//Draw.alpha(e.fract());
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float size = e.fract()*4f;
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Draw.rect("circle", e.x, e.y, size, size);
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Draw.reset();
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}),
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spawn = new Effect(23, e -> {
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Draw.thickness(2f);
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Draw.color(Color.DARK_GRAY, Color.SCARLET, e.ifract());
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@@ -203,7 +203,7 @@ public class Enemy extends DestructibleEntity{
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public void onDeath(){
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Effects.effect(Fx.explosion, this);
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Effects.shake(3f, 4f, this);
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Effects.sound("explosion", this);
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Effects.sound("bang2", this);
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remove();
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dead = true;
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}
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@@ -83,7 +83,7 @@ public class HealerEnemy extends Enemy{
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void explode(){
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Bullet b = new Bullet(BulletType.blast, this, x, y, 0).add();
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b.damage = BulletType.blast.damage + (tier-1) * 40;
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b.damage = BulletType.blast.damage + (tier-1) * 30;
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damage(999);
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}
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