Sprite cleanup / Bullets

This commit is contained in:
Anuken
2020-02-08 14:48:04 -05:00
parent f46be924b9
commit 8814dbe29a
33 changed files with 578 additions and 538 deletions
+2 -4
View File
@@ -54,16 +54,14 @@ public class EntityGroup<T extends Entityc> implements Iterable<T>{
}
public void each(Cons<T> cons){
T[] items = array.items;
for(index = 0; index < array.size; index++){
cons.get(items[index]);
cons.get(array.items[index]);
}
}
public void each(Boolf<T> filter, Cons<T> cons){
T[] items = array.items;
for(index = 0; index < array.size; index++){
if(filter.get(items[index])) cons.get(items[index]);
if(filter.get(array.items[index])) cons.get(array.items[index]);
}
}
@@ -3,6 +3,7 @@ package mindustry.entities.bullet;
import arc.audio.*;
import arc.math.*;
import arc.util.ArcAnnotate.*;
import arc.util.*;
import mindustry.annotations.Annotations.*;
import mindustry.content.*;
import mindustry.ctype.*;
@@ -198,30 +199,22 @@ public abstract class BulletType extends Content{
}
public Bulletc create(@Nullable Entityc owner, Team team, float x, float y, float angle, float damage, float velocityScl, float lifetimeScl, Object data){
//TODO assign type damage is damage <0, else assign provided damage
//TODO implement
return null;
/*
Bullet bullet = Pools.obtain(Bullet.class, Bullet::new);
bullet.type = type;
bullet.owner = owner;
bullet.data = data;
bullet.velocity.set(0, type.speed).setAngle(angle).scl(velocityScl);
if(type.keepVelocity){
bullet.velocity.add(owner instanceof VelocityTrait ? ((VelocityTrait)owner).vel() : Vec2.ZERO);
}
bullet.team = team;
bullet.type = type;
bullet.lifeScl = lifetimeScl;
bullet.set(x - bullet.velocity.x * Time.delta(), y - bullet.velocity.y * Time.delta());
Bulletc bullet = BulletEntity.create();
bullet.type(this);
bullet.owner(owner);
bullet.team(team);
bullet.vel().trns(angle, speed * velocityScl);
bullet.set(x - bullet.vel().x * Time.delta(), y - bullet.vel().y * Time.delta());
bullet.lifetime(lifetime * lifetimeScl);
bullet.data(data);
bullet.drag(drag);
bullet.hitSize(hitSize);
bullet.damage(damage < 0 ? this.damage : damage);
bullet.add();
return bullet;*/
//if(keepVelocity && owner instanceof Velc) bullet.vel().add(((Velc)owner).vel());
return bullet;
}
public void createNet(Team team, float x, float y, float angle, float damage, float velocityScl, float lifetimeScl){
@@ -11,20 +11,19 @@ import mindustry.world.*;
import static mindustry.Vars.*;
@Component
abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Drawc, Shielderc, Ownerc, Velc, Bulletc, Timerc{
private float lifeScl;
abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Drawc, Shielderc, Ownerc, Velc, Bulletc, Timerc, DrawLayerBulletsc{
Object data;
BulletType type;
float damage;
@Override
public void drawBullets(){
type.draw(this);
}
@Override
public void add(){
type.init(this);
drag(type.drag);
hitSize(type.hitSize);
lifetime(lifeScl * type.lifetime);
}
@Override
@@ -32,11 +31,6 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
type.despawned(this);
}
@Override
public float getLifetime(){
return type.lifetime;
}
@Override
public float damageMultiplier(){
if(owner() instanceof Unitc){
@@ -58,7 +52,7 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
@Override
public float damage(){
return type.damage * damageMultiplier();
return damage * damageMultiplier();
}
@Override
@@ -10,7 +10,7 @@ import mindustry.world.blocks.*;
import static mindustry.Vars.net;
@Component
abstract class FlyingComp implements Posc, Velc, Healthc{
abstract class FlyingComp implements Posc, Velc, Healthc, Hitboxc{
transient float x, y;
transient Vec2 vel;
@@ -34,8 +34,8 @@ abstract class FlyingComp implements Posc, Velc, Healthc{
public void update(){
Floor floor = floorOn();
if(isGrounded() && floor.isLiquid && !vel.isZero(0.01f)){
if((splashTimer += vel.len()) >= 7f){
if(isGrounded() && floor.isLiquid){
if((splashTimer += Mathf.dst(deltaX(), deltaY())) >= 7f){
floor.walkEffect.at(x, y, 0, floor.color);
splashTimer = 0f;
}
@@ -9,6 +9,8 @@ import mindustry.gen.*;
abstract class TimedComp implements Entityc, Scaled{
float time, lifetime;
//called last so pooling and removal happens then.
@MethodPriority(100)
@Override
public void update(){
time = Math.min(time + Time.delta(), lifetime);
@@ -1,6 +1,7 @@
package mindustry.entities.def;
import arc.math.*;
import arc.math.geom.*;
import arc.util.*;
import mindustry.annotations.Annotations.*;
import mindustry.entities.*;
@@ -28,8 +29,19 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc{
}
}
void controlWeapons(boolean rotate, boolean shoot){
for(WeaponMount mount : mounts){
mount.rotate = rotate;
mount.shoot = shoot;
}
}
void aim(Position pos){
aim(pos.getX(), pos.getY());
}
/** Aim at something. This will make all mounts point at it. */
void aim(Unitc unit, float x, float y){
void aim(float x, float y){
Tmp.v1.set(x, y).sub(this.x, this.y);
if(Tmp.v1.len() < minAimDst) Tmp.v1.setLength(minAimDst);
@@ -49,18 +61,18 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc{
Weapon weapon = mount.weapon;
mount.reload = Math.max(mount.reload - Time.delta(), 0);
//rotate if applicable
if(weapon.rotate && (mount.rotate || mount.shoot)){
float axisXOffset = weapon.mirror ? 0f : weapon.x;
float axisX = this.x + Angles.trnsx(rotation, axisXOffset, weapon.y),
axisY = this.y + Angles.trnsy(rotation, axisXOffset, weapon.y);
mount.rotation = Angles.moveToward(mount.rotation, Angles.angle(axisX, axisY, mount.aimX, mount.aimY) - rotation(), weapon.rotateSpeed);
}
if(mount.shoot){
float rotation = this.rotation - 90;
//rotate if applicable
if(weapon.rotate){
float axisXOffset = weapon.mirror ? 0f : weapon.x;
float axisX = this.x + Angles.trnsx(rotation, axisXOffset, weapon.y),
axisY = this.y + Angles.trnsy(rotation, axisXOffset, weapon.y);
mount.rotation = Angles.moveToward(mount.rotation, Angles.angle(axisX, axisY, mount.aimX, mount.aimY), weapon.rotateSpeed);
}
//shoot if applicable
//TODO only shoot if angle is reached, don't shoot inaccurately
if(mount.reload <= 0.0001f){
@@ -73,7 +85,7 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc{
mountY = this.y + Angles.trnsy(rotation, weapon.x * i, weapon.y);
float shootX = mountX + Angles.trnsx(weaponRotation, weapon.shootX * i, weapon.shootY),
shootY = mountY + Angles.trnsy(weaponRotation, weapon.shootX * i, weapon.shootY);
float shootAngle = weapon.rotate ? weaponRotation : Angles.angle(shootX, shootY, mount.aimX, mount.aimY);
float shootAngle = weapon.rotate ? weaponRotation + 90 : Angles.angle(shootX, shootY, mount.aimX, mount.aimY);
shoot(weapon, shootX, shootY, shootAngle);
}
@@ -15,6 +15,8 @@ public class WeaponMount{
public boolean side;
/** whether to shoot right now */
public boolean shoot = false;
/** whether to rotate to face the target right now */
public boolean rotate = false;
public WeaponMount(Weapon weapon){
this.weapon = weapon;