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@@ -1173,7 +1173,7 @@ tutorial.drillturret = Duo turrets require[accent] copper ammo[] to shoot.\nPlac
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tutorial.pause = During battle, you are able to[accent] pause the game.[]\nYou may queue buildings while paused.\n\n[accent]Press space to pause.
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tutorial.pause = During battle, you are able to[accent] pause the game.[]\nYou may queue buildings while paused.\n\n[accent]Press space to pause.
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tutorial.pause.mobile = During battle, you are able to[accent] pause the game.[]\nYou may queue buildings while paused.\n\n[accent]Press this button in the top left to pause.
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tutorial.pause.mobile = During battle, you are able to[accent] pause the game.[]\nYou may queue buildings while paused.\n\n[accent]Press this button in the top left to pause.
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tutorial.unpause = Now press space again to unpause.
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tutorial.unpause = Now press space again to unpause.
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tutorial.unpause.mobile = Now press it again to unpause.d
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tutorial.unpause.mobile = Now press it again to unpause.
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tutorial.breaking = Blocks frequently need to be destroyed.\n[accent]Hold down right-click[] to destroy all blocks in a selection.[]\n\n[accent]Destroy all the scrap blocks to the left of your core using area selection.
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tutorial.breaking = Blocks frequently need to be destroyed.\n[accent]Hold down right-click[] to destroy all blocks in a selection.[]\n\n[accent]Destroy all the scrap blocks to the left of your core using area selection.
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tutorial.breaking.mobile = Blocks frequently need to be destroyed.\n[accent]Select deconstruction mode[], then tap a block to begin breaking it.\nDestroy an area by holding down your finger for a few seconds[] and dragging in a direction.\nPress the checkmark button to confirm breaking.\n\n[accent]Destroy all the scrap blocks to the left of your core using area selection.
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tutorial.breaking.mobile = Blocks frequently need to be destroyed.\n[accent]Select deconstruction mode[], then tap a block to begin breaking it.\nDestroy an area by holding down your finger for a few seconds[] and dragging in a direction.\nPress the checkmark button to confirm breaking.\n\n[accent]Destroy all the scrap blocks to the left of your core using area selection.
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tutorial.withdraw = In some situations, taking items directly from blocks is necessary.\nTo do this, [accent]tap a block[] with items in it, then [accent]tap the item[] in the inventory.\nMultiple items can be withdrawn by [accent]tapping and holding[].\n\n[accent]Withdraw some copper from the core.[]
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tutorial.withdraw = In some situations, taking items directly from blocks is necessary.\nTo do this, [accent]tap a block[] with items in it, then [accent]tap the item[] in the inventory.\nMultiple items can be withdrawn by [accent]tapping and holding[].\n\n[accent]Withdraw some copper from the core.[]
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@@ -392,7 +392,7 @@ public class UnitTypes implements ContentList{
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engineSize = 6f;
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engineSize = 6f;
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lowAltitude = true;
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lowAltitude = true;
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health = 6000f;
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health = 6500f;
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armor = 7f;
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armor = 7f;
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canBoost = true;
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canBoost = true;
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landShake = 4f;
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landShake = 4f;
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@@ -414,7 +414,7 @@ public class UnitTypes implements ContentList{
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continuous = true;
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continuous = true;
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cooldownTime = 200f;
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cooldownTime = 200f;
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bullet = new ContinuousLaserBulletType(16){{
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bullet = new ContinuousLaserBulletType(17){{
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length = 150f;
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length = 150f;
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hitEffect = Fx.hitMeltHeal;
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hitEffect = Fx.hitMeltHeal;
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drawSize = 420f;
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drawSize = 420f;
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@@ -314,7 +314,6 @@ public class Generators{
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type.init();
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type.init();
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Color outc = Pal.darkerMetal;
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Color outc = Pal.darkerMetal;
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//Func<Image, Image> outlineS = i -> i.shadow(0.8f, 9);
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Func<Image, Image> outline = i -> i.outline(3, outc);
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Func<Image, Image> outline = i -> i.outline(3, outc);
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Cons<TextureRegion> outliner = t -> {
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Cons<TextureRegion> outliner = t -> {
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if(t != null && t.found()){
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if(t != null && t.found()){
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@@ -325,15 +324,9 @@ public class Generators{
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for(Weapon weapon : type.weapons){
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for(Weapon weapon : type.weapons){
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if(outlined.add(weapon.name) && ImagePacker.has(weapon.name)){
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if(outlined.add(weapon.name) && ImagePacker.has(weapon.name)){
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outline.get(ImagePacker.get(weapon.name)).save(weapon.name + "-outline");
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outline.get(ImagePacker.get(weapon.name)).save(weapon.name + "-outline");
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//old outline
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//ImagePacker.get(weapon.name).outline(4, Pal.darkerMetal).save(weapon.name);
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}
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}
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}
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}
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//baseRegion, legRegion, region, shadowRegion, cellRegion,
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// occlusionRegion, jointRegion, footRegion, legBaseRegion, baseJointRegion, outlineRegion;
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outliner.get(type.jointRegion);
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outliner.get(type.jointRegion);
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outliner.get(type.footRegion);
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outliner.get(type.footRegion);
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outliner.get(type.legBaseRegion);
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outliner.get(type.legBaseRegion);
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@@ -343,7 +336,6 @@ public class Generators{
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Image image = ImagePacker.get(type.region);
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Image image = ImagePacker.get(type.region);
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outline.get(image).save(type.name + "-outline");
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outline.get(image).save(type.name + "-outline");
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//ImagePacker.replace(type.region, outline.get(image));
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if(type.constructor.get() instanceof Mechc){
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if(type.constructor.get() instanceof Mechc){
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image.drawCenter(type.baseRegion);
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image.drawCenter(type.baseRegion);
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