Property cleanup

This commit is contained in:
Anuken
2020-12-11 19:28:03 -05:00
parent 6983f57459
commit 7c80af85e3
4 changed files with 25 additions and 25 deletions

View File

@@ -760,7 +760,7 @@ public class UnitTypes implements ContentList{
ejectEffect = Fx.casing1; ejectEffect = Fx.casing1;
shootSound = Sounds.artillery; shootSound = Sounds.artillery;
rotate = true; rotate = true;
occlusion = 8f; shadow = 8f;
recoil = 3f; recoil = 3f;
bullet = new ArtilleryBulletType(2f, 12){{ bullet = new ArtilleryBulletType(2f, 12){{
@@ -827,7 +827,7 @@ public class UnitTypes implements ContentList{
ejectEffect = Fx.casing1; ejectEffect = Fx.casing1;
shootSound = Sounds.shootBig; shootSound = Sounds.shootBig;
rotate = true; rotate = true;
occlusion = 12f; shadow = 12f;
recoil = 3f; recoil = 3f;
shots = 2; shots = 2;
spacing = 17f; spacing = 17f;
@@ -859,7 +859,7 @@ public class UnitTypes implements ContentList{
ejectEffect = Fx.casing3; ejectEffect = Fx.casing3;
shootSound = Sounds.artillery; shootSound = Sounds.artillery;
rotate = true; rotate = true;
occlusion = 30f; shadow = 30f;
bullet = new ArtilleryBulletType(3f, 50){{ bullet = new ArtilleryBulletType(3f, 50){{
hitEffect = Fx.sapExplosion; hitEffect = Fx.sapExplosion;
@@ -1061,7 +1061,7 @@ public class UnitTypes implements ContentList{
bullet = missiles; bullet = missiles;
shootSound = Sounds.missile; shootSound = Sounds.missile;
rotate = true; rotate = true;
occlusion = 6f; shadow = 6f;
}}, }},
new Weapon("missiles-mount"){{ new Weapon("missiles-mount"){{
y = -8f; y = -8f;
@@ -1072,7 +1072,7 @@ public class UnitTypes implements ContentList{
bullet = missiles; bullet = missiles;
shootSound = Sounds.missile; shootSound = Sounds.missile;
rotate = true; rotate = true;
occlusion = 6f; shadow = 6f;
}}, }},
new Weapon("large-bullet-mount"){{ new Weapon("large-bullet-mount"){{
y = 2f; y = 2f;
@@ -1084,7 +1084,7 @@ public class UnitTypes implements ContentList{
ejectEffect = Fx.casing1; ejectEffect = Fx.casing1;
shootSound = Sounds.shootBig; shootSound = Sounds.shootBig;
rotate = true; rotate = true;
occlusion = 8f; shadow = 8f;
bullet = new BasicBulletType(7f, 50){{ bullet = new BasicBulletType(7f, 50){{
width = 12f; width = 12f;
height = 18f; height = 18f;
@@ -1132,7 +1132,7 @@ public class UnitTypes implements ContentList{
reload = 45f; reload = 45f;
recoil = 4f; recoil = 4f;
shootSound = Sounds.laser; shootSound = Sounds.laser;
occlusion = 20f; shadow = 20f;
rotate = true; rotate = true;
bullet = new LaserBulletType(){{ bullet = new LaserBulletType(){{
@@ -1152,7 +1152,7 @@ public class UnitTypes implements ContentList{
rotateSpeed = 2f; rotateSpeed = 2f;
reload = 9f; reload = 9f;
shootSound = Sounds.shoot; shootSound = Sounds.shoot;
occlusion = 7f; shadow = 7f;
rotate = true; rotate = true;
recoil = 0.5f; recoil = 0.5f;
@@ -1167,7 +1167,7 @@ public class UnitTypes implements ContentList{
shake = 1f; shake = 1f;
shootSound = Sounds.shoot; shootSound = Sounds.shoot;
rotate = true; rotate = true;
occlusion = 12f; shadow = 12f;
bullet = fragBullet; bullet = fragBullet;
}}); }});
}}; }};
@@ -1519,7 +1519,7 @@ public class UnitTypes implements ContentList{
shootY = 7f; shootY = 7f;
shake = 5f; shake = 5f;
recoil = 4f; recoil = 4f;
occlusion = 12f; shadow = 12f;
shots = 1; shots = 1;
inaccuracy = 3f; inaccuracy = 3f;
@@ -1555,7 +1555,7 @@ public class UnitTypes implements ContentList{
x = 8.5f; x = 8.5f;
y = -9f; y = -9f;
occlusion = 6f; shadow = 6f;
rotateSpeed = 4f; rotateSpeed = 4f;
rotate = true; rotate = true;
@@ -1611,7 +1611,7 @@ public class UnitTypes implements ContentList{
rotateSpeed = 4f; rotateSpeed = 4f;
mirror = false; mirror = false;
occlusion = 20f; shadow = 20f;
shootY = 2f; shootY = 2f;
recoil = 4f; recoil = 4f;
@@ -1657,7 +1657,7 @@ public class UnitTypes implements ContentList{
shootY = 7f; shootY = 7f;
shake = 2f; shake = 2f;
recoil = 3f; recoil = 3f;
occlusion = 12f; shadow = 12f;
ejectEffect = Fx.casing3; ejectEffect = Fx.casing3;
shootSound = Sounds.shootBig; shootSound = Sounds.shootBig;
@@ -1703,7 +1703,7 @@ public class UnitTypes implements ContentList{
shootY = 23f; shootY = 23f;
shake = 6f; shake = 6f;
recoil = 10.5f; recoil = 10.5f;
occlusion = 50f; shadow = 50f;
shootSound = Sounds.railgun; shootSound = Sounds.railgun;
shots = 1; shots = 1;

View File

@@ -186,14 +186,14 @@ public class World{
/** /**
* Call to signify the beginning of map loading. * Call to signify the beginning of map loading.
* BuildinghangeEvents will not be fired until endMapLoad(). * TileEvents will not be fired until endMapLoad().
*/ */
public void beginMapLoad(){ public void beginMapLoad(){
generating = true; generating = true;
} }
/** /**
* Call to signify the end of map loading. Updates tile occlusions and sets up physics for the world. * Call to signify the end of map loading. Updates tile proximities and sets up physics for the world.
* A WorldLoadEvent will be fire. * A WorldLoadEvent will be fire.
*/ */
public void endMapLoad(){ public void endMapLoad(){

View File

@@ -106,7 +106,7 @@ public class UnitType extends UnlockableContent{
public Seq<Weapon> weapons = new Seq<>(); public Seq<Weapon> weapons = new Seq<>();
public TextureRegion baseRegion, legRegion, region, shadowRegion, cellRegion, public TextureRegion baseRegion, legRegion, region, shadowRegion, cellRegion,
occlusionRegion, jointRegion, footRegion, legBaseRegion, baseJointRegion, outlineRegion; softShadowRegion, jointRegion, footRegion, legBaseRegion, baseJointRegion, outlineRegion;
public TextureRegion[] wreckRegions; public TextureRegion[] wreckRegions;
protected @Nullable ItemStack[] cachedRequirements; protected @Nullable ItemStack[] cachedRequirements;
@@ -351,7 +351,7 @@ public class UnitType extends UnlockableContent{
legBaseRegion = Core.atlas.find(name + "-leg-base", name + "-leg"); legBaseRegion = Core.atlas.find(name + "-leg-base", name + "-leg");
baseRegion = Core.atlas.find(name + "-base"); baseRegion = Core.atlas.find(name + "-base");
cellRegion = Core.atlas.find(name + "-cell", Core.atlas.find("power-cell")); cellRegion = Core.atlas.find(name + "-cell", Core.atlas.find("power-cell"));
occlusionRegion = Core.atlas.find("circle-shadow"); softShadowRegion = Core.atlas.find("circle-shadow");
outlineRegion = Core.atlas.find(name + "-outline"); outlineRegion = Core.atlas.find(name + "-outline");
shadowRegion = icon(Cicon.full); shadowRegion = icon(Cicon.full);
@@ -439,7 +439,7 @@ public class UnitType extends UnlockableContent{
drawPayload((Unit & Payloadc)unit); drawPayload((Unit & Payloadc)unit);
} }
drawOcclusion(unit); drawSoftShadow(unit);
Draw.z(z - outlineSpace); Draw.z(z - outlineSpace);
@@ -501,11 +501,11 @@ public class UnitType extends UnlockableContent{
Draw.color(); Draw.color();
} }
public void drawOcclusion(Unit unit){ public void drawSoftShadow(Unit unit){
Draw.color(0, 0, 0, 0.4f); Draw.color(0, 0, 0, 0.4f);
float rad = 1.6f; float rad = 1.6f;
float size = Math.max(region.width, region.height) * Draw.scl; float size = Math.max(region.width, region.height) * Draw.scl;
Draw.rect(occlusionRegion, unit, size * rad, size * rad); Draw.rect(softShadowRegion, unit, size * rad, size * rad);
Draw.color(); Draw.color();
} }
@@ -580,8 +580,8 @@ public class UnitType extends UnlockableContent{
float wx = unit.x + Angles.trnsx(rotation, weapon.x, weapon.y) + Angles.trnsx(weaponRotation, 0, recoil), float wx = unit.x + Angles.trnsx(rotation, weapon.x, weapon.y) + Angles.trnsx(weaponRotation, 0, recoil),
wy = unit.y + Angles.trnsy(rotation, weapon.x, weapon.y) + Angles.trnsy(weaponRotation, 0, recoil); wy = unit.y + Angles.trnsy(rotation, weapon.x, weapon.y) + Angles.trnsy(weaponRotation, 0, recoil);
if(weapon.occlusion > 0){ if(weapon.shadow > 0){
Drawf.shadow(wx, wy, weapon.occlusion); Drawf.shadow(wx, wy, weapon.shadow);
} }
if(weapon.outlineRegion.found()){ if(weapon.outlineRegion.found()){

View File

@@ -50,8 +50,8 @@ public class Weapon{
public float x = 5f, y = 0f; public float x = 5f, y = 0f;
/** random spread on the X axis */ /** random spread on the X axis */
public float xRand = 0f; public float xRand = 0f;
/** radius of occlusion drawn under the weapon; <0 to disable */ /** radius of shadow drawn under the weapon; <0 to disable */
public float occlusion = -1f; public float shadow = -1f;
/** fraction of velocity that is random */ /** fraction of velocity that is random */
public float velocityRnd = 0f; public float velocityRnd = 0f;
/** delay in ticks between shots */ /** delay in ticks between shots */