Balancing / Renamed palettes file
This commit is contained in:
@@ -300,7 +300,7 @@ public class Blocks implements ContentList{
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//region crafting
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graphitePress = new GenericCrafter("graphite-press"){{
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requirements(Category.crafting, ItemStack.with(Items.copper, 200, Items.lead, 60));
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requirements(Category.crafting, ItemStack.with(Items.copper, 150, Items.lead, 60));
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craftEffect = Fx.pulverizeMedium;
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output = Items.graphite;
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@@ -897,7 +897,7 @@ public class Blocks implements ContentList{
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//region production
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mechanicalDrill = new Drill("mechanical-drill"){{
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requirements(Category.production, ItemStack.with(Items.copper, 20), true);
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requirements(Category.production, ItemStack.with(Items.copper, 25), true);
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tier = 2;
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drillTime = 600;
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size = 2;
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@@ -991,7 +991,7 @@ public class Blocks implements ContentList{
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alwaysUnlocked = true;
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health = 1100;
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itemCapacity = 2000;
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itemCapacity = 4000;
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size = 3;
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}};
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@@ -999,7 +999,7 @@ public class Blocks implements ContentList{
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requirements(Category.effect, () -> false, ItemStack.with(Items.titanium, 4000, Items.silicon, 2000));
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health = 2000;
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itemCapacity = 4000;
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itemCapacity = 7000;
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size = 4;
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}};
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@@ -1007,7 +1007,7 @@ public class Blocks implements ContentList{
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requirements(Category.effect, () -> false, ItemStack.with(Items.titanium, 8000, Items.silicon, 4000, Items.surgealloy, 2000));
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health = 3000;
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itemCapacity = 6000;
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itemCapacity = 10000;
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size = 5;
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}};
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@@ -16,7 +16,7 @@ import io.anuke.mindustry.entities.effect.Fire;
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import io.anuke.mindustry.entities.effect.Lightning;
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import io.anuke.mindustry.entities.effect.Puddle;
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import io.anuke.mindustry.game.ContentList;
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import io.anuke.mindustry.graphics.Palette;
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import io.anuke.mindustry.graphics.Pal;
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import io.anuke.mindustry.graphics.Shapes;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.mindustry.world.blocks.BuildBlock;
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@@ -69,8 +69,8 @@ public class Bullets implements ContentList{
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bulletHeight = 12f;
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bulletShrink = 1f;
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lifetime = 15f;
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backColor = Palette.plastaniumBack;
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frontColor = Palette.plastaniumFront;
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backColor = Pal.plastaniumBack;
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frontColor = Pal.plastaniumFront;
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despawnEffect = Fx.none;
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}};
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@@ -84,8 +84,8 @@ public class Bullets implements ContentList{
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splashDamage = 35f;
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fragBullet = artilleryPlasticFrag;
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fragBullets = 9;
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backColor = Palette.plastaniumBack;
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frontColor = Palette.plastaniumFront;
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backColor = Pal.plastaniumBack;
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frontColor = Pal.plastaniumFront;
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}};
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artilleryHoming = new ArtilleryBulletType(3f, 0, "shell"){{
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@@ -110,8 +110,8 @@ public class Bullets implements ContentList{
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splashDamage = 30f;
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incendAmount = 4;
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incendSpread = 11f;
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frontColor = Palette.lightishOrange;
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backColor = Palette.lightOrange;
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frontColor = Pal.lightishOrange;
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backColor = Pal.lightOrange;
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trailEffect = Fx.incendTrail;
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}};
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@@ -123,8 +123,8 @@ public class Bullets implements ContentList{
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collidesTiles = false;
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splashDamageRadius = 45f;
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splashDamage = 50f;
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backColor = Palette.missileYellowBack;
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frontColor = Palette.missileYellow;
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backColor = Pal.missileYellowBack;
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frontColor = Pal.missileYellow;
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}};
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artilleryUnit = new ArtilleryBulletType(2f, 0, "shell"){{
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@@ -136,8 +136,8 @@ public class Bullets implements ContentList{
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collidesTiles = true;
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splashDamageRadius = 45f;
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splashDamage = 50f;
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backColor = Palette.bulletYellowBack;
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frontColor = Palette.bulletYellow;
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backColor = Pal.bulletYellowBack;
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frontColor = Pal.bulletYellow;
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}};
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flakPlastic = new FlakBulletType(4f, 5){{
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@@ -145,8 +145,8 @@ public class Bullets implements ContentList{
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fragBullet = artilleryPlasticFrag;
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fragBullets = 4;
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hitEffect = Fx.plasticExplosion;
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frontColor = Palette.plastaniumFront;
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backColor = Palette.plastaniumBack;
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frontColor = Pal.plastaniumFront;
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backColor = Pal.plastaniumBack;
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shootEffect = Fx.shootBig;
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}};
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@@ -175,8 +175,8 @@ public class Bullets implements ContentList{
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}};
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missileIncendiary = new MissileBulletType(2f, 12, "missile"){{
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frontColor = Palette.lightishOrange;
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backColor = Palette.lightOrange;
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frontColor = Pal.lightishOrange;
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backColor = Pal.lightOrange;
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bulletWidth = 7f;
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bulletHeight = 8f;
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bulletShrink = 0f;
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@@ -216,8 +216,8 @@ public class Bullets implements ContentList{
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trailColor = Color.valueOf("b6c6fd");
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hitEffect = Fx.blastExplosion;
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despawnEffect = Fx.blastExplosion;
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backColor = Palette.bulletYellowBack;
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frontColor = Palette.bulletYellow;
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backColor = Pal.bulletYellowBack;
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frontColor = Pal.bulletYellow;
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weaveScale = 8f;
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weaveMag = 2f;
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}};
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@@ -233,8 +233,8 @@ public class Bullets implements ContentList{
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splashDamage = 10f;
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lifetime = 120f;
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trailColor = Color.GRAY;
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backColor = Palette.bulletYellowBack;
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frontColor = Palette.bulletYellow;
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backColor = Pal.bulletYellowBack;
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frontColor = Pal.bulletYellow;
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hitEffect = Fx.blastExplosion;
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despawnEffect = Fx.blastExplosion;
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weaveScale = 8f;
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@@ -251,9 +251,9 @@ public class Bullets implements ContentList{
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splashDamageRadius = 25f;
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splashDamage = 10f;
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lifetime = 80f;
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trailColor = Palette.unitBack;
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backColor = Palette.unitBack;
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frontColor = Palette.unitFront;
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trailColor = Pal.unitBack;
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backColor = Pal.unitBack;
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frontColor = Pal.unitFront;
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hitEffect = Fx.blastExplosion;
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despawnEffect = Fx.blastExplosion;
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weaveScale = 6f;
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@@ -296,8 +296,8 @@ public class Bullets implements ContentList{
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standardIncendiary = new BasicBulletType(3.2f, 11, "bullet"){{
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bulletWidth = 10f;
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bulletHeight = 12f;
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frontColor = Palette.lightishOrange;
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backColor = Palette.lightOrange;
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frontColor = Pal.lightishOrange;
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backColor = Pal.lightOrange;
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incendSpread = 3f;
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incendAmount = 1;
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incendChance = 0.3f;
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@@ -339,8 +339,8 @@ public class Bullets implements ContentList{
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standardIncendiaryBig = new BasicBulletType(7f, 38, "bullet"){{
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bulletWidth = 16f;
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bulletHeight = 21f;
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frontColor = Palette.lightishOrange;
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backColor = Palette.lightOrange;
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frontColor = Pal.lightishOrange;
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backColor = Pal.lightOrange;
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incendSpread = 3f;
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incendAmount = 2;
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incendChance = 0.3f;
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@@ -371,7 +371,7 @@ public class Bullets implements ContentList{
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@Override
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public void draw(Bullet b){
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Draw.color(Palette.heal);
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Draw.color(Pal.heal);
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Lines.stroke(2f);
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Lines.lineAngleCenter(b.x, b.y, b.rot(), 7f);
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Draw.color(Color.WHITE);
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@@ -385,7 +385,7 @@ public class Bullets implements ContentList{
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tile = tile.target();
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if(tile != null && tile.getTeam() == b.getTeam() && !(tile.block() instanceof BuildBlock)){
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Effects.effect(Fx.healBlockFull, Palette.heal, tile.drawx(), tile.drawy(), tile.block().size);
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Effects.effect(Fx.healBlockFull, Pal.heal, tile.drawx(), tile.drawy(), tile.block().size);
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tile.entity.healBy(healPercent / 100f * tile.entity.maxHealth());
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}
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}
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@@ -409,7 +409,7 @@ public class Bullets implements ContentList{
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@Override
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public void draw(Bullet b){
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//TODO add color to the bullet depending on the color of the flame it came from
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Draw.color(Palette.lightFlame, Palette.darkFlame, Color.GRAY, b.fin());
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Draw.color(Pal.lightFlame, Pal.darkFlame, Color.GRAY, b.fin());
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Fill.circle(b.x, b.y, 3f * b.fout());
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Draw.reset();
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}
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@@ -452,7 +452,7 @@ public class Bullets implements ContentList{
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};
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lancerLaser = new BulletType(0.001f, 140){
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Color[] colors = {Palette.lancerLaser.cpy().mul(1f, 1f, 1f, 0.4f), Palette.lancerLaser, Color.WHITE};
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Color[] colors = {Pal.lancerLaser.cpy().mul(1f, 1f, 1f, 0.4f), Pal.lancerLaser, Color.WHITE};
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float[] tscales = {1f, 0.7f, 0.5f, 0.2f};
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float[] lenscales = {1f, 1.1f, 1.13f, 1.14f};
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float length = 100f;
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@@ -562,7 +562,7 @@ public class Bullets implements ContentList{
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@Override
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public void draw(Bullet b) {
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super.draw(b);
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Draw.color(Color.WHITE, Palette.surge, b.fin());
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Draw.color(Color.WHITE, Pal.surge, b.fin());
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for(int i = 0; i < 7; i++){
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Tmp.v1.trns(b.rot(), i * 8f);
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float sl = Mathf.clamp(b.fout()-0.5f) * (80f - i *10);
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@@ -614,7 +614,7 @@ public class Bullets implements ContentList{
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@Override
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public void init(Bullet b){
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Lightning.create(b.getTeam(), Palette.lancerLaser, damage, b.x, b.y, b.rot(), 30);
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Lightning.create(b.getTeam(), Pal.lancerLaser, damage, b.x, b.y, b.rot(), 30);
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}
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};
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@@ -629,7 +629,7 @@ public class Bullets implements ContentList{
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@Override
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public void init(Bullet b){
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Lightning.create(b.getTeam(), Palette.lancerLaser, damage, b.x, b.y, b.rot(), 14);
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Lightning.create(b.getTeam(), Pal.lancerLaser, damage, b.x, b.y, b.rot(), 14);
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}
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};
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@@ -653,8 +653,8 @@ public class Bullets implements ContentList{
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bulletWidth = 8f;
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bulletHeight = 12f;
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hitEffect = Fx.flakExplosion;
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backColor = Palette.lightOrange;
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frontColor = Palette.lightishOrange;
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backColor = Pal.lightOrange;
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frontColor = Pal.lightishOrange;
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incendChance = 1f;
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incendAmount = 3;
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incendSpread = 10f;
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@@ -12,7 +12,7 @@ import io.anuke.arc.util.Tmp;
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import io.anuke.mindustry.entities.effect.GroundEffectEntity.GroundEffect;
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import io.anuke.mindustry.entities.type.BaseUnit;
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import io.anuke.mindustry.game.ContentList;
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import io.anuke.mindustry.graphics.Palette;
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import io.anuke.mindustry.graphics.Pal;
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import io.anuke.mindustry.graphics.Shapes;
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import io.anuke.mindustry.type.Item;
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@@ -55,21 +55,21 @@ public class Fx implements ContentList{
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});
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placeBlock = new Effect(16, e -> {
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Draw.color(Palette.accent);
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Draw.color(Pal.accent);
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Lines.stroke(3f - e.fin() * 2f);
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Lines.square(e.x, e.y, tilesize / 2f * e.rotation + e.fin() * 3f);
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Draw.reset();
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});
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tapBlock = new Effect(12, e -> {
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Draw.color(Palette.accent);
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Draw.color(Pal.accent);
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Lines.stroke(3f - e.fin() * 2f);
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Lines.circle(e.x, e.y, 4f + (tilesize / 1.5f * e.rotation) * e.fin());
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Draw.reset();
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});
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breakBlock = new Effect(12, e -> {
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Draw.color(Palette.remove);
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Draw.color(Pal.remove);
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Lines.stroke(3f - e.fin() * 2f);
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Lines.square(e.x, e.y, tilesize / 2f * e.rotation + e.fin() * 3f);
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@@ -80,14 +80,14 @@ public class Fx implements ContentList{
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});
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select = new Effect(23, e -> {
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Draw.color(Palette.accent);
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Draw.color(Pal.accent);
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Lines.stroke(e.fout() * 3f);
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Lines.circle(e.x, e.y, 3f + e.fin() * 14f);
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Draw.reset();
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});
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smoke = new Effect(100, e -> {
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Draw.color(Color.GRAY, Palette.darkishGray, e.fin());
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Draw.color(Color.GRAY, Pal.darkishGray, e.fin());
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float size = 7f - e.fin() * 7f;
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Draw.rect("circle", e.x, e.y, size, size);
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Draw.reset();
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@@ -101,7 +101,7 @@ public class Fx implements ContentList{
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spawn = new Effect(30, e -> {
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Lines.stroke(2f * e.fout());
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Draw.color(Palette.accent);
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Draw.color(Pal.accent);
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Lines.poly(e.x, e.y, 4, 5f + e.fin() * 12f);
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Draw.reset();
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});
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@@ -109,13 +109,13 @@ public class Fx implements ContentList{
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vtolHover = new Effect(40f, e -> {
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float len = e.finpow() * 10f;
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float ang = e.rotation + Mathf.randomSeedRange(e.id, 30f);
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Draw.color(Palette.lightFlame, Palette.lightOrange, e.fin());
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Draw.color(Pal.lightFlame, Pal.lightOrange, e.fin());
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Fill.circle(e.x + Angles.trnsx(ang, len), e.y + Angles.trnsy(ang, len), 2f * e.fout());
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Draw.reset();
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});
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unitDrop = new GroundEffect(30, e -> {
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Draw.color(Palette.lightishGray);
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Draw.color(Pal.lightishGray);
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Angles.randLenVectors(e.id, 9, 3 + 20f * e.finpow(), (x, y) -> {
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Fill.circle(e.x + x, e.y + y, e.fout() * 4f + 0.4f);
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});
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@@ -131,35 +131,35 @@ public class Fx implements ContentList{
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});
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unitPickup = new GroundEffect(18, e -> {
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Draw.color(Palette.lightishGray);
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Draw.color(Pal.lightishGray);
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Lines.stroke(e.fin() * 2f);
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Lines.poly(e.x, e.y, 4, 13f * e.fout());
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Draw.reset();
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});
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landShock = new GroundEffect(12, e -> {
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Draw.color(Palette.lancerLaser);
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Draw.color(Pal.lancerLaser);
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Lines.stroke(e.fout() * 3f);
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Lines.poly(e.x, e.y, 12, 20f * e.fout());
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Draw.reset();
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});
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pickup = new Effect(18, e -> {
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Draw.color(Palette.lightishGray);
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Draw.color(Pal.lightishGray);
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Lines.stroke(e.fout() * 2f);
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Lines.spikes(e.x, e.y, 1f + e.fin() * 6f, e.fout() * 4f, 6);
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Draw.reset();
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});
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healWave = new Effect(22, e -> {
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Draw.color(Palette.heal);
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Draw.color(Pal.heal);
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Lines.stroke(e.fout() * 2f);
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Lines.poly(e.x, e.y, 30, 4f + e.finpow() * 60f);
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Draw.color();
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});
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heal = new Effect(11, e -> {
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Draw.color(Palette.heal);
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Draw.color(Pal.heal);
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Lines.stroke(e.fout() * 2f);
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Lines.poly(e.x, e.y, 10, 2f + e.finpow() * 7f);
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Draw.color();
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@@ -167,7 +167,7 @@ public class Fx implements ContentList{
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hitBulletSmall = new Effect(14, e -> {
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Draw.color(Color.WHITE, Palette.lightOrange, e.fin());
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Draw.color(Color.WHITE, Pal.lightOrange, e.fin());
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e.scaled(7f, s -> {
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Lines.stroke(0.5f + s.fout());
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@@ -186,7 +186,7 @@ public class Fx implements ContentList{
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});
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hitFuse = new Effect(14, e -> {
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Draw.color(Color.WHITE, Palette.surge, e.fin());
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Draw.color(Color.WHITE, Pal.surge, e.fin());
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e.scaled(7f, s -> {
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Lines.stroke(0.5f + s.fout());
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@@ -205,7 +205,7 @@ public class Fx implements ContentList{
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});
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hitBulletBig = new Effect(13, e -> {
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Draw.color(Color.WHITE, Palette.lightOrange, e.fin());
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Draw.color(Color.WHITE, Pal.lightOrange, e.fin());
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Lines.stroke(0.5f + e.fout() * 1.5f);
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Angles.randLenVectors(e.id, 8, e.finpow() * 30f, e.rotation, 50f, (x, y) -> {
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@@ -217,7 +217,7 @@ public class Fx implements ContentList{
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});
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hitFlameSmall = new Effect(14, e -> {
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Draw.color(Palette.lightFlame, Palette.darkFlame, e.fin());
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Draw.color(Pal.lightFlame, Pal.darkFlame, e.fin());
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Lines.stroke(0.5f + e.fout());
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|
||||
Angles.randLenVectors(e.id, 5, e.fin() * 15f, e.rotation, 50f, (x, y) -> {
|
||||
@@ -251,7 +251,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
hitMeltdown = new Effect(12, e -> {
|
||||
Draw.color(Palette.meltdownHit);
|
||||
Draw.color(Pal.meltdownHit);
|
||||
Lines.stroke(e.fout() * 2f);
|
||||
|
||||
Angles.randLenVectors(e.id, 6, e.finpow() * 18f, e.rotation, 360f, (x, y) -> {
|
||||
@@ -263,14 +263,14 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
hitLaser = new Effect(8, e -> {
|
||||
Draw.color(Color.WHITE, Palette.heal, e.fin());
|
||||
Draw.color(Color.WHITE, Pal.heal, e.fin());
|
||||
Lines.stroke(0.5f + e.fout());
|
||||
Lines.circle(e.x, e.y, e.fin()*5f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
despawn = new Effect(12, e -> {
|
||||
Draw.color(Palette.lighterOrange, Color.GRAY, e.fin());
|
||||
Draw.color(Pal.lighterOrange, Color.GRAY, e.fin());
|
||||
Lines.stroke(e.fout());
|
||||
|
||||
Angles.randLenVectors(e.id, 7, e.fin() * 7f, e.rotation, 40f, (x, y) -> {
|
||||
@@ -283,7 +283,7 @@ public class Fx implements ContentList{
|
||||
|
||||
flakExplosion = new Effect(20, e -> {
|
||||
|
||||
Draw.color(Palette.bulletYellow);
|
||||
Draw.color(Pal.bulletYellow);
|
||||
e.scaled(6, i -> {
|
||||
Lines.stroke(3f * i.fout());
|
||||
Lines.circle(e.x, e.y, 3f + i.fin() * 10f);
|
||||
@@ -295,7 +295,7 @@ public class Fx implements ContentList{
|
||||
Fill.circle(e.x + x, e.y + y, e.fout() * 3f + 0.5f);
|
||||
});
|
||||
|
||||
Draw.color(Palette.lighterOrange);
|
||||
Draw.color(Pal.lighterOrange);
|
||||
Lines.stroke(1f * e.fout());
|
||||
|
||||
Angles.randLenVectors(e.id + 1, 4, 1f + 23f * e.finpow(), (x, y) -> {
|
||||
@@ -307,7 +307,7 @@ public class Fx implements ContentList{
|
||||
|
||||
plasticExplosion = new Effect(24, e -> {
|
||||
|
||||
Draw.color(Palette.plastaniumFront);
|
||||
Draw.color(Pal.plastaniumFront);
|
||||
e.scaled(7, i -> {
|
||||
Lines.stroke(3f * i.fout());
|
||||
Lines.circle(e.x, e.y, 3f + i.fin() * 24f);
|
||||
@@ -319,7 +319,7 @@ public class Fx implements ContentList{
|
||||
Fill.circle(e.x + x, e.y + y, e.fout() * 4f + 0.5f);
|
||||
});
|
||||
|
||||
Draw.color(Palette.plastaniumBack);
|
||||
Draw.color(Pal.plastaniumBack);
|
||||
Lines.stroke(1f * e.fout());
|
||||
|
||||
Angles.randLenVectors(e.id + 1, 4, 1f + 25f * e.finpow(), (x, y) -> {
|
||||
@@ -331,7 +331,7 @@ public class Fx implements ContentList{
|
||||
|
||||
plasticExplosionFlak = new Effect(28, e -> {
|
||||
|
||||
Draw.color(Palette.plastaniumFront);
|
||||
Draw.color(Pal.plastaniumFront);
|
||||
e.scaled(7, i -> {
|
||||
Lines.stroke(3f * i.fout());
|
||||
Lines.circle(e.x, e.y, 3f + i.fin() * 34f);
|
||||
@@ -343,7 +343,7 @@ public class Fx implements ContentList{
|
||||
Fill.circle(e.x + x, e.y + y, e.fout() * 4f + 0.5f);
|
||||
});
|
||||
|
||||
Draw.color(Palette.plastaniumBack);
|
||||
Draw.color(Pal.plastaniumBack);
|
||||
Lines.stroke(1f * e.fout());
|
||||
|
||||
Angles.randLenVectors(e.id + 1, 4, 1f + 30f * e.finpow(), (x, y) -> {
|
||||
@@ -355,7 +355,7 @@ public class Fx implements ContentList{
|
||||
|
||||
blastExplosion = new Effect(22, e -> {
|
||||
|
||||
Draw.color(Palette.missileYellow);
|
||||
Draw.color(Pal.missileYellow);
|
||||
e.scaled(6, i -> {
|
||||
Lines.stroke(3f * i.fout());
|
||||
Lines.circle(e.x, e.y, 3f + i.fin() * 15f);
|
||||
@@ -367,7 +367,7 @@ public class Fx implements ContentList{
|
||||
Fill.circle(e.x + x, e.y + y, e.fout() * 4f + 0.5f);
|
||||
});
|
||||
|
||||
Draw.color(Palette.missileYellowBack);
|
||||
Draw.color(Pal.missileYellowBack);
|
||||
Lines.stroke(1f * e.fout());
|
||||
|
||||
Angles.randLenVectors(e.id + 1, 4, 1f + 23f * e.finpow(), (x, y) -> {
|
||||
@@ -384,7 +384,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
incendTrail = new Effect(50, e -> {
|
||||
Draw.color(Palette.lightOrange);
|
||||
Draw.color(Pal.lightOrange);
|
||||
Fill.circle(e.x, e.y, e.rotation * e.fout());
|
||||
Draw.reset();
|
||||
});
|
||||
@@ -396,7 +396,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
absorb = new Effect(12, e -> {
|
||||
Draw.color(Palette.accent);
|
||||
Draw.color(Pal.accent);
|
||||
Lines.stroke(2f * e.fout());
|
||||
Lines.circle(e.x, e.y, 5f * e.fout());
|
||||
Draw.reset();
|
||||
@@ -404,7 +404,7 @@ public class Fx implements ContentList{
|
||||
|
||||
flakExplosionBig = new Effect(30, e -> {
|
||||
|
||||
Draw.color(Palette.bulletYellowBack);
|
||||
Draw.color(Pal.bulletYellowBack);
|
||||
e.scaled(6, i -> {
|
||||
Lines.stroke(3f * i.fout());
|
||||
Lines.circle(e.x, e.y, 3f + i.fin() * 25f);
|
||||
@@ -416,7 +416,7 @@ public class Fx implements ContentList{
|
||||
Fill.circle(e.x + x, e.y + y, e.fout() * 4f + 0.5f);
|
||||
});
|
||||
|
||||
Draw.color(Palette.bulletYellow);
|
||||
Draw.color(Pal.bulletYellow);
|
||||
Lines.stroke(1f * e.fout());
|
||||
|
||||
Angles.randLenVectors(e.id + 1, 4, 1f + 23f * e.finpow(), (x, y) -> {
|
||||
@@ -428,7 +428,7 @@ public class Fx implements ContentList{
|
||||
|
||||
|
||||
burning = new Effect(35f, e -> {
|
||||
Draw.color(Palette.lightFlame, Palette.darkFlame, e.fin());
|
||||
Draw.color(Pal.lightFlame, Pal.darkFlame, e.fin());
|
||||
|
||||
Angles.randLenVectors(e.id, 3, 2f + e.fin() * 7f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, 0.1f + e.fout() * 1.4f);
|
||||
@@ -438,7 +438,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
fire = new Effect(35f, e -> {
|
||||
Draw.color(Palette.lightFlame, Palette.darkFlame, e.fin());
|
||||
Draw.color(Pal.lightFlame, Pal.darkFlame, e.fin());
|
||||
|
||||
Angles.randLenVectors(e.id, 2, 2f + e.fin() * 7f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, 0.2f + e.fslope() * 1.5f);
|
||||
@@ -478,7 +478,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
ballfire = new Effect(25f, e -> {
|
||||
Draw.color(Palette.lightFlame, Palette.darkFlame, e.fin());
|
||||
Draw.color(Pal.lightFlame, Pal.darkFlame, e.fin());
|
||||
|
||||
Angles.randLenVectors(e.id, 2, 2f + e.fin() * 7f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, 0.2f + e.fout() * 1.5f);
|
||||
@@ -528,7 +528,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
overdriven = new Effect(20f, e -> {
|
||||
Draw.color(Palette.accent);
|
||||
Draw.color(Pal.accent);
|
||||
|
||||
Angles.randLenVectors(e.id, 2, 1f + e.fin() * 2f, (x, y) -> {
|
||||
Fill.square(e.x + x, e.y + y, e.fout() * 2.3f+0.5f);
|
||||
@@ -586,7 +586,7 @@ public class Fx implements ContentList{
|
||||
Fill.circle(e.x + x / 2f, e.y + y / 2f, e.fout() * 1f);
|
||||
});
|
||||
|
||||
Draw.color(Palette.lighterOrange, Palette.lightOrange, Color.GRAY, e.fin());
|
||||
Draw.color(Pal.lighterOrange, Pal.lightOrange, Color.GRAY, e.fin());
|
||||
Lines.stroke(1.5f * e.fout());
|
||||
|
||||
Angles.randLenVectors(e.id + 1, 8, 1f + 23f * e.finpow(), (x, y) -> {
|
||||
@@ -609,7 +609,7 @@ public class Fx implements ContentList{
|
||||
Fill.circle(e.x + x / 2f, e.y + y / 2f, e.fout() * 1f);
|
||||
});
|
||||
|
||||
Draw.color(Palette.lighterOrange, Palette.lightOrange, Color.GRAY, e.fin());
|
||||
Draw.color(Pal.lighterOrange, Pal.lightOrange, Color.GRAY, e.fin());
|
||||
Lines.stroke(1.7f * e.fout());
|
||||
|
||||
Angles.randLenVectors(e.id + 1, 9, 1f + 23f * e.finpow(), (x, y) -> {
|
||||
@@ -632,7 +632,7 @@ public class Fx implements ContentList{
|
||||
|
||||
|
||||
shootSmall = new Effect(8, e -> {
|
||||
Draw.color(Palette.lighterOrange, Palette.lightOrange, e.fin());
|
||||
Draw.color(Pal.lighterOrange, Pal.lightOrange, e.fin());
|
||||
float w = 1f + 5 * e.fout();
|
||||
Shapes.tri(e.x, e.y, w, 15f * e.fout(), e.rotation);
|
||||
Shapes.tri(e.x, e.y, w, 3f * e.fout(), e.rotation + 180f);
|
||||
@@ -640,7 +640,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
shootHeal = new Effect(8, e -> {
|
||||
Draw.color(Palette.heal);
|
||||
Draw.color(Pal.heal);
|
||||
float w = 1f + 5 * e.fout();
|
||||
Shapes.tri(e.x, e.y, w, 17f * e.fout(), e.rotation);
|
||||
Shapes.tri(e.x, e.y, w, 4f * e.fout(), e.rotation + 180f);
|
||||
@@ -648,7 +648,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
shootSmallSmoke = new Effect(20f, e -> {
|
||||
Draw.color(Palette.lighterOrange, Color.LIGHT_GRAY, Color.GRAY, e.fin());
|
||||
Draw.color(Pal.lighterOrange, Color.LIGHT_GRAY, Color.GRAY, e.fin());
|
||||
|
||||
Angles.randLenVectors(e.id, 5, e.finpow() * 6f, e.rotation, 20f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fout() * 1.5f);
|
||||
@@ -658,7 +658,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
shootBig = new Effect(9, e -> {
|
||||
Draw.color(Palette.lighterOrange, Palette.lightOrange, e.fin());
|
||||
Draw.color(Pal.lighterOrange, Pal.lightOrange, e.fin());
|
||||
float w = 1.2f + 7 * e.fout();
|
||||
Shapes.tri(e.x, e.y, w, 25f * e.fout(), e.rotation);
|
||||
Shapes.tri(e.x, e.y, w, 4f * e.fout(), e.rotation + 180f);
|
||||
@@ -666,7 +666,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
shootBig2 = new Effect(10, e -> {
|
||||
Draw.color(Palette.lightOrange, Color.GRAY, e.fin());
|
||||
Draw.color(Pal.lightOrange, Color.GRAY, e.fin());
|
||||
float w = 1.2f + 8 * e.fout();
|
||||
Shapes.tri(e.x, e.y, w, 29f * e.fout(), e.rotation);
|
||||
Shapes.tri(e.x, e.y, w, 5f * e.fout(), e.rotation + 180f);
|
||||
@@ -674,7 +674,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
shootBigSmoke = new Effect(17f, e -> {
|
||||
Draw.color(Palette.lighterOrange, Color.LIGHT_GRAY, Color.GRAY, e.fin());
|
||||
Draw.color(Pal.lighterOrange, Color.LIGHT_GRAY, Color.GRAY, e.fin());
|
||||
|
||||
Angles.randLenVectors(e.id, 8, e.finpow() * 19f, e.rotation, 10f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fout() * 2f + 0.2f);
|
||||
@@ -684,7 +684,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
shootBigSmoke2 = new Effect(18f, e -> {
|
||||
Draw.color(Palette.lightOrange, Color.LIGHT_GRAY, Color.GRAY, e.fin());
|
||||
Draw.color(Pal.lightOrange, Color.LIGHT_GRAY, Color.GRAY, e.fin());
|
||||
|
||||
Angles.randLenVectors(e.id, 9, e.finpow() * 23f, e.rotation, 20f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fout() * 2.4f + 0.2f);
|
||||
@@ -694,7 +694,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
shootSmallFlame = new Effect(32f, e -> {
|
||||
Draw.color(Palette.lightFlame, Palette.darkFlame, Color.GRAY, e.fin());
|
||||
Draw.color(Pal.lightFlame, Pal.darkFlame, Color.GRAY, e.fin());
|
||||
|
||||
Angles.randLenVectors(e.id, 8, e.finpow() * 44f, e.rotation, 10f, (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, 0.65f + e.fout() * 1.5f);
|
||||
@@ -714,7 +714,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
shellEjectSmall = new GroundEffect(30f, 400f, e -> {
|
||||
Draw.color(Palette.lightOrange, Color.LIGHT_GRAY, Palette.lightishGray, e.fin());
|
||||
Draw.color(Pal.lightOrange, Color.LIGHT_GRAY, Pal.lightishGray, e.fin());
|
||||
float rot = Math.abs(e.rotation) + 90f;
|
||||
|
||||
int i = Mathf.sign(e.rotation);
|
||||
@@ -729,7 +729,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
shellEjectMedium = new GroundEffect(34f, 400f, e -> {
|
||||
Draw.color(Palette.lightOrange, Color.LIGHT_GRAY, Palette.lightishGray, e.fin());
|
||||
Draw.color(Pal.lightOrange, Color.LIGHT_GRAY, Pal.lightishGray, e.fin());
|
||||
float rot = e.rotation + 90f;
|
||||
for(int i : Mathf.signs){
|
||||
float len = (2f + e.finpow() * 10f) * i;
|
||||
@@ -752,7 +752,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
shellEjectBig = new GroundEffect(22f, 400f, e -> {
|
||||
Draw.color(Palette.lightOrange, Color.LIGHT_GRAY, Palette.lightishGray, e.fin());
|
||||
Draw.color(Pal.lightOrange, Color.LIGHT_GRAY, Pal.lightishGray, e.fin());
|
||||
float rot = e.rotation + 90f;
|
||||
for(int i : Mathf.signs){
|
||||
float len = (4f + e.finpow() * 8f) * i;
|
||||
@@ -776,7 +776,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
lancerLaserShoot = new Effect(21f, e -> {
|
||||
Draw.color(Palette.lancerLaser);
|
||||
Draw.color(Pal.lancerLaser);
|
||||
|
||||
for(int i : Mathf.signs){
|
||||
Shapes.tri(e.x, e.y, 4f * e.fout(), 29f, e.rotation + 90f * i);
|
||||
@@ -786,7 +786,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
lancerLaserShootSmoke = new Effect(26f, e -> {
|
||||
Draw.color(Palette.lancerLaser);
|
||||
Draw.color(Pal.lancerLaser);
|
||||
|
||||
Angles.randLenVectors(e.id, 7, 80f, e.rotation, 0f, (x, y) -> {
|
||||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), e.fout() * 9f);
|
||||
@@ -796,7 +796,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
lancerLaserCharge = new Effect(38f, e -> {
|
||||
Draw.color(Palette.lancerLaser);
|
||||
Draw.color(Pal.lancerLaser);
|
||||
|
||||
Angles.randLenVectors(e.id, 2, 1f + 20f * e.fout(), e.rotation, 120f, (x, y) -> {
|
||||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), e.fslope() * 3f + 1f);
|
||||
@@ -806,7 +806,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
lancerLaserChargeBegin = new Effect(71f, e -> {
|
||||
Draw.color(Palette.lancerLaser);
|
||||
Draw.color(Pal.lancerLaser);
|
||||
Fill.circle(e.x, e.y, e.fin() * 3f);
|
||||
|
||||
Draw.color();
|
||||
@@ -814,7 +814,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
lightningCharge = new Effect(38f, e -> {
|
||||
Draw.color(Palette.lancerLaser);
|
||||
Draw.color(Pal.lancerLaser);
|
||||
|
||||
Angles.randLenVectors(e.id, 2, 1f + 20f * e.fout(), e.rotation, 120f, (x, y) -> {
|
||||
Shapes.tri(e.x + x, e.y + y, e.fslope() * 3f + 1, e.fslope() * 3f + 1, Mathf.angle(x, y));
|
||||
@@ -824,7 +824,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
lightningShoot = new Effect(12f, e -> {
|
||||
Draw.color(Color.WHITE, Palette.lancerLaser, e.fin());
|
||||
Draw.color(Color.WHITE, Pal.lancerLaser, e.fin());
|
||||
Lines.stroke(e.fout() * 1.2f + 0.5f);
|
||||
|
||||
Angles.randLenVectors(e.id, 7, 25f * e.finpow(), e.rotation, 50f, (x, y) -> {
|
||||
@@ -862,7 +862,7 @@ public class Fx implements ContentList{
|
||||
redgeneratespark = new Effect(18, e -> {
|
||||
Angles.randLenVectors(e.id, 5, e.fin() * 8f, (x, y) -> {
|
||||
float len = e.fout() * 4f;
|
||||
Draw.color(Palette.redSpark, Color.GRAY, e.fin());
|
||||
Draw.color(Pal.redSpark, Color.GRAY, e.fin());
|
||||
Draw.rect("circle", e.x + x, e.y + y, len, len);
|
||||
Draw.reset();
|
||||
});
|
||||
@@ -870,7 +870,7 @@ public class Fx implements ContentList{
|
||||
generatespark = new Effect(18, e -> {
|
||||
Angles.randLenVectors(e.id, 5, e.fin() * 8f, (x, y) -> {
|
||||
float len = e.fout() * 4f;
|
||||
Draw.color(Palette.orangeSpark, Color.GRAY, e.fin());
|
||||
Draw.color(Pal.orangeSpark, Color.GRAY, e.fin());
|
||||
Draw.rect("circle", e.x + x, e.y + y, len, len);
|
||||
Draw.reset();
|
||||
});
|
||||
@@ -892,42 +892,42 @@ public class Fx implements ContentList{
|
||||
});
|
||||
pulverize = new Effect(40, e -> {
|
||||
Angles.randLenVectors(e.id, 5, 3f + e.fin() * 8f, (x, y) -> {
|
||||
Draw.color(Palette.stoneGray);
|
||||
Draw.color(Pal.stoneGray);
|
||||
Fill.square(e.x + x, e.y + y, e.fout() * 2f + 0.5f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
pulverizeRed = new Effect(40, e -> {
|
||||
Angles.randLenVectors(e.id, 5, 3f + e.fin() * 8f, (x, y) -> {
|
||||
Draw.color(Palette.redDust, Palette.stoneGray, e.fin());
|
||||
Draw.color(Pal.redDust, Pal.stoneGray, e.fin());
|
||||
Fill.square(e.x + x, e.y + y, e.fout() * 2f + 0.5f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
pulverizeRedder = new Effect(40, e -> {
|
||||
Angles.randLenVectors(e.id, 5, 3f + e.fin() * 9f, (x, y) -> {
|
||||
Draw.color(Palette.redderDust, Palette.stoneGray, e.fin());
|
||||
Draw.color(Pal.redderDust, Pal.stoneGray, e.fin());
|
||||
Fill.square(e.x + x, e.y + y, e.fout() * 2.5f + 0.5f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
pulverizeSmall = new Effect(30, e -> {
|
||||
Angles.randLenVectors(e.id, 3, e.fin() * 5f, (x, y) -> {
|
||||
Draw.color(Palette.stoneGray);
|
||||
Draw.color(Pal.stoneGray);
|
||||
Fill.square(e.x + x, e.y + y, e.fout() * 1f + 0.5f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
pulverizeMedium = new Effect(30, e -> {
|
||||
Angles.randLenVectors(e.id, 5, 3f + e.fin() * 8f, (x, y) -> {
|
||||
Draw.color(Palette.stoneGray);
|
||||
Draw.color(Pal.stoneGray);
|
||||
Fill.square(e.x + x, e.y + y, e.fout() * 1f + 0.5f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
producesmoke = new Effect(12, e -> {
|
||||
Angles.randLenVectors(e.id, 8, 4f + e.fin() * 18f, (x, y) -> {
|
||||
Draw.color(Color.WHITE, Palette.accent, e.fin());
|
||||
Draw.color(Color.WHITE, Pal.accent, e.fin());
|
||||
Fill.square(e.x + x, e.y + y, 1f + e.fout() * 3f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
@@ -941,7 +941,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
formsmoke = new Effect(40, e -> {
|
||||
Angles.randLenVectors(e.id, 6, 5f + e.fin() * 8f, (x, y) -> {
|
||||
Draw.color(Palette.plasticSmoke, Color.LIGHT_GRAY, e.fin());
|
||||
Draw.color(Pal.plasticSmoke, Color.LIGHT_GRAY, e.fin());
|
||||
Fill.square(e.x + x, e.y + y, 0.2f + e.fout() * 2f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
@@ -1089,7 +1089,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
launch = new Effect(28, e -> {
|
||||
Draw.color(Palette.command);
|
||||
Draw.color(Pal.command);
|
||||
Lines.stroke(e.fout() * 2f);
|
||||
Lines.poly(e.x, e.y, 40, 4f + e.finpow() * 120f);
|
||||
Draw.color();
|
||||
@@ -1110,7 +1110,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
healBlock = new Effect(20, e -> {
|
||||
Draw.color(Palette.heal);
|
||||
Draw.color(Pal.heal);
|
||||
Lines.stroke(2f * e.fout() + 0.5f);
|
||||
Lines.square(e.x, e.y, 1f + (e.fin() * e.rotation * tilesize/2f-1f));
|
||||
Draw.color();
|
||||
@@ -1131,7 +1131,7 @@ public class Fx implements ContentList{
|
||||
});
|
||||
|
||||
shieldBreak = new Effect(40, e -> {
|
||||
Draw.color(Palette.accent);
|
||||
Draw.color(Pal.accent);
|
||||
Lines.stroke(3f * e.fout());
|
||||
Lines.poly(e.x, e.y, 6, e.rotation + e.fin(), 90);
|
||||
Draw.reset();
|
||||
|
||||
@@ -13,7 +13,7 @@ import io.anuke.mindustry.entities.Units;
|
||||
import io.anuke.mindustry.entities.effect.Lightning;
|
||||
import io.anuke.mindustry.entities.type.Player;
|
||||
import io.anuke.mindustry.game.ContentList;
|
||||
import io.anuke.mindustry.graphics.Palette;
|
||||
import io.anuke.mindustry.graphics.Pal;
|
||||
import io.anuke.mindustry.graphics.Shaders;
|
||||
import io.anuke.mindustry.type.Mech;
|
||||
import io.anuke.mindustry.type.Weapon;
|
||||
@@ -85,7 +85,7 @@ public class Mechs implements ContentList{
|
||||
Effects.shake(1f, 1f, player);
|
||||
Effects.effect(Fx.landShock, player);
|
||||
for(int i = 0; i < 8; i++){
|
||||
Time.run(Mathf.random(8f), () -> Lightning.create(player.getTeam(), Palette.lancerLaser, 17f, player.x, player.y, Mathf.random(360f), 14));
|
||||
Time.run(Mathf.random(8f), () -> Lightning.create(player.getTeam(), Pal.lancerLaser, 17f, player.x, player.y, Mathf.random(360f), 14));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -110,7 +110,7 @@ public class Mechs implements ContentList{
|
||||
boostSpeed = 0.8f;
|
||||
canHeal = true;
|
||||
health = 200f;
|
||||
engineColor = Palette.heal;
|
||||
engineColor = Pal.heal;
|
||||
|
||||
weapon = new Weapon("heal-blaster"){{
|
||||
length = 1.5f;
|
||||
@@ -210,7 +210,7 @@ public class Mechs implements ContentList{
|
||||
Shaders.build.progress = player.shootHeat;
|
||||
Shaders.build.region = armorRegion;
|
||||
Shaders.build.time = Time.time() / 10f;
|
||||
Shaders.build.color.set(Palette.accent).a = player.shootHeat;
|
||||
Shaders.build.color.set(Pal.accent).a = player.shootHeat;
|
||||
Draw.shader(Shaders.build);
|
||||
Draw.alpha(1f);
|
||||
Draw.rect(armorRegion, player.x, player.y, player.rotation);
|
||||
@@ -228,7 +228,7 @@ public class Mechs implements ContentList{
|
||||
health = 180f;
|
||||
weaponOffsetX = -1;
|
||||
weaponOffsetY = -1;
|
||||
engineColor = Palette.lightTrail;
|
||||
engineColor = Pal.lightTrail;
|
||||
cellTrnsY = 1f;
|
||||
weapon = new Weapon("blaster"){{
|
||||
length = 1.5f;
|
||||
@@ -285,8 +285,8 @@ public class Mechs implements ContentList{
|
||||
public void updateAlt(Player player){
|
||||
float scl = scld(player);
|
||||
if(Mathf.chance(Time.delta() * (0.15*scl))){
|
||||
Effects.effect(Fx.hitLancer, Palette.lancerLaser, player.x, player.y);
|
||||
Lightning.create(player.getTeam(), Palette.lancerLaser, 10f,
|
||||
Effects.effect(Fx.hitLancer, Pal.lancerLaser, player.x, player.y);
|
||||
Lightning.create(player.getTeam(), Pal.lancerLaser, 10f,
|
||||
player.x + player.velocity().x, player.y + player.velocity().y, player.rotation, 14);
|
||||
}
|
||||
}
|
||||
@@ -297,7 +297,7 @@ public class Mechs implements ContentList{
|
||||
if(scl < 0.01f) return;
|
||||
float alpha = Draw.getColor().a;
|
||||
Draw.shader();
|
||||
Draw.color(Palette.lancerLaser);
|
||||
Draw.color(Pal.lancerLaser);
|
||||
Draw.alpha(scl/2f);
|
||||
Draw.blend(Blending.additive);
|
||||
Draw.rect(shield, player.x + Mathf.range(scl/2f), player.y + Mathf.range(scl/2f), player.rotation - 90);
|
||||
|
||||
Reference in New Issue
Block a user