Better display of broken stuff / 5x slower wall building
This commit is contained in:
@@ -9,7 +9,6 @@ import io.anuke.arc.graphics.glutils.*;
|
||||
import io.anuke.arc.math.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.entities.type.base.*;
|
||||
import io.anuke.mindustry.game.*;
|
||||
import io.anuke.mindustry.game.EventType.*;
|
||||
import io.anuke.mindustry.game.Teams.*;
|
||||
@@ -29,6 +28,7 @@ public class BlockRenderer implements Disposable{
|
||||
private int lastCamX, lastCamY, lastRangeX, lastRangeY;
|
||||
private int requestidx = 0;
|
||||
private int iterateidx = 0;
|
||||
private float brokenFade = 0f;
|
||||
private FrameBuffer shadows = new FrameBuffer(2, 2);
|
||||
private FrameBuffer fog = new FrameBuffer(2, 2);
|
||||
private Array<Tile> outArray = new Array<>();
|
||||
@@ -124,12 +124,18 @@ public class BlockRenderer implements Disposable{
|
||||
}
|
||||
|
||||
public void drawBroken(){
|
||||
if(unitGroups[player.getTeam().ordinal()].all().contains(p -> p instanceof BuilderDrone)){
|
||||
if(control.input.isPlacing() || control.input.isBreaking()){
|
||||
brokenFade = Mathf.lerpDelta(brokenFade, 1f, 0.1f);
|
||||
}else{
|
||||
brokenFade = Mathf.lerpDelta(brokenFade, 0f, 0.1f);
|
||||
}
|
||||
|
||||
if(brokenFade > 0.001f){
|
||||
for(BrokenBlock block : state.teams.get(player.getTeam()).brokenBlocks){
|
||||
Block b = content.block(block.block);
|
||||
if(!camera.bounds(Tmp.r1).grow(tilesize * 2f).overlaps(Tmp.r2.setSize(b.size * tilesize).setCenter(block.x * tilesize + b.offset(), block.y * tilesize + b.offset()))) continue;
|
||||
|
||||
Draw.alpha(0.5f);
|
||||
Draw.alpha(0.53f * brokenFade);
|
||||
Draw.mixcol(Color.white, 0.2f + Mathf.absin(Time.globalTime(), 6f, 0.2f));
|
||||
Draw.rect(b.icon(Cicon.full), block.x * tilesize + b.offset(), block.y * tilesize + b.offset(), b.rotate ? block.rotation * 90 : 0f);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user