Sprite cleanup / Bullets
This commit is contained in:
@@ -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);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user