Implemented player explosion intensity calculation / Fixed fire spread

This commit is contained in:
Anuken
2018-04-15 22:41:27 -04:00
parent cb569be3b3
commit 871b6548ab
11 changed files with 95 additions and 77 deletions

View File

@@ -64,6 +64,8 @@ public class DebugFragment implements Fragment {
row();
new button("wave", () -> state.wavetime = 0f);
row();
new button("death", () -> player.damage(99999, false));
row();
new button("spawn", () -> new BaseUnit(UnitTypes.scout, Team.red).set(player.x, player.y).add());
row();
}}.end();

View File

@@ -158,7 +158,7 @@ public class HudFragment implements Fragment{
new label(()->"[orange]"+Bundles.get("text.respawn")+" " + (int)(control.getRespawnTime()/60)).scale(0.75f).pad(10);
visible(()->control.getRespawnTime() > 0 && !state.is(State.menu));
visible(()->false);
}}.end();
}}.end();
@@ -223,6 +223,6 @@ public class HudFragment implements Fragment{
}
public void fadeRespawn(boolean in){
respawntable.addAction(Actions.color(in ? new Color(0, 0, 0, 0.3f) : Color.CLEAR, 0.3f));
//respawntable.addAction(Actions.color(in ? new Color(0, 0, 0, 0.3f) : Color.CLEAR, 0.3f));
}
}