Cleanup
This commit is contained in:
@@ -21,6 +21,7 @@ text.level.highscore = High Score\: [accent]{0}
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text.level.delete.title = Confirm Delete
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text.level.delete.title = Confirm Delete
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text.map.delete = Are you sure you want to delete the map "[orange]{0}[]"?
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text.map.delete = Are you sure you want to delete the map "[orange]{0}[]"?
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text.level.select = Level Select
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text.level.select = Level Select
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text.filename = File Name\:
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text.level.mode = Gamemode\:
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text.level.mode = Gamemode\:
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text.construction.desktop = To deselect a block or stop building, [accent]use space[].
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text.construction.desktop = To deselect a block or stop building, [accent]use space[].
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text.construction.title = Block Construction Guide
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text.construction.title = Block Construction Guide
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@@ -628,6 +629,7 @@ block.rtg-generator.name = RTG Generator
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block.spectre.name = Spectre
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block.spectre.name = Spectre
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block.meltdown.name = Meltdown
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block.meltdown.name = Meltdown
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block.container.name = Container
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block.container.name = Container
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block.core.description = The most important building in the game.
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team.blue.name = blue
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team.blue.name = blue
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team.red.name = red
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team.red.name = red
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team.orange.name = orange
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team.orange.name = orange
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@@ -672,5 +674,3 @@ tutorial.daggerfactory = Construct a[accent] dagger mech factory.[]\n\nThis will
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tutorial.router = Factories need resources to function.\nCreate a router to split conveyor resources.
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tutorial.router = Factories need resources to function.\nCreate a router to split conveyor resources.
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tutorial.dagger = Link power nodes to the factory.\nOnce requirements are met, a mech will be created.\n\nCreate more drills, generators and conveyors as necessary.
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tutorial.dagger = Link power nodes to the factory.\nOnce requirements are met, a mech will be created.\n\nCreate more drills, generators and conveyors as necessary.
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tutorial.battle = The[LIGHT_GRAY] enemy[] has revealed their core.\nDestroy it with your unit and dagger mechs.
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tutorial.battle = The[LIGHT_GRAY] enemy[] has revealed their core.\nDestroy it with your unit and dagger mechs.
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block.core.description = The most important building in the game.
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text.filename = File Name\:
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@@ -2,7 +2,6 @@ package io.anuke.mindustry.maps;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.IntArray;
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import io.anuke.annotations.Annotations.Serialize;
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import io.anuke.annotations.Annotations.Serialize;
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import io.anuke.mindustry.game.Saves.SaveSlot;
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import io.anuke.mindustry.game.Saves.SaveSlot;
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import io.anuke.mindustry.game.SpawnGroup;
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import io.anuke.mindustry.game.SpawnGroup;
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@@ -25,8 +24,6 @@ public class Sector{
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public int saveID = -1;
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public int saveID = -1;
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/**Num of missions in this sector that have been completed so far.*/
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/**Num of missions in this sector that have been completed so far.*/
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public int completedMissions;
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public int completedMissions;
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/**List of links to other sector coords.*/
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public IntArray links = new IntArray();
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/**Display texture. Needs to be disposed.*/
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/**Display texture. Needs to be disposed.*/
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public transient Texture texture;
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public transient Texture texture;
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@@ -35,7 +35,7 @@ public class Sectors{
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private final GridMap<Sector> grid = new GridMap<>();
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private final GridMap<Sector> grid = new GridMap<>();
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private final SectorPresets presets = new SectorPresets();
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private final SectorPresets presets = new SectorPresets();
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private final Array<Item> allOres = Item.getAllOres();
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private final Array<Item> allOres = Item.getAllOres();
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private AsyncExecutor executor = new AsyncExecutor(6);
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private final AsyncExecutor executor = new AsyncExecutor(6);
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public void playSector(Sector sector){
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public void playSector(Sector sector){
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if(sector.hasSave() && SaveIO.breakingVersions.contains(sector.getSave().getBuild())){
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if(sector.hasSave() && SaveIO.breakingVersions.contains(sector.getSave().getBuild())){
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@@ -109,6 +109,7 @@ public class Sectors{
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for(GridPoint2 g : Geometry.d4){
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for(GridPoint2 g : Geometry.d4){
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createSector(x + g.x, y + g.y);
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createSector(x + g.x, y + g.y);
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Sector other = grid.get(x + g.x, y + g.y);
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}
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}
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}
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}
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@@ -139,42 +139,37 @@ public class SectorsDialog extends FloatingDialog{
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float drawY = y + height/2f + sectorY * padSectorSize - offsetY * padSectorSize - panY % padSectorSize + padSectorSize/2f;
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float drawY = y + height/2f + sectorY * padSectorSize - offsetY * padSectorSize - panY % padSectorSize + padSectorSize/2f;
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Sector sector = world.sectors.get(sectorX, sectorY);
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Sector sector = world.sectors.get(sectorX, sectorY);
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int width = 1;
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int height = 1;
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if(sector == null || sector.texture == null){
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if(sector == null || sector.texture == null){
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Draw.color(Color.DARK_GRAY);
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Draw.color(Color.DARK_GRAY);
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Draw.rect(Draw.getBlankRegion(), drawX, drawY, sectorSize * width + 1f, sectorSize * height + 1f);
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Draw.rect(Draw.getBlankRegion(), drawX, drawY, sectorSize + 1f, sectorSize + 1f);
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continue;
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continue;
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}
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}
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Draw.colorl(!sector.complete ? 0.3f : 1f);
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Draw.colorl(!sector.complete ? 0.3f : 1f);
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Draw.rect(sector.texture, drawX, drawY, sectorSize * width + 1f, sectorSize * height + 1f);
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Draw.rect(sector.texture, drawX, drawY, sectorSize + 1f, sectorSize + 1f);
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if(sector.missions.size == 0) continue;
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Draw.color(Palette.place);
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Draw.color(Color.DARK_GRAY);
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Fill.square(drawX, drawY - 5f, Unit.dp.scl(10f), 45f);
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if(sector == selected){
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if(sector == selected){
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Draw.color(Palette.place);
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Draw.color(Palette.place);
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}else if(Mathf.inRect(mouse.x, mouse.y, drawX - padSectorSize/2f * width, drawY - padSectorSize/2f * height,
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}else if(Mathf.inRect(mouse.x, mouse.y, drawX - padSectorSize / 2f, drawY - padSectorSize / 2f,
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drawX + padSectorSize/2f * width, drawY + padSectorSize/2f * height)){
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drawX + padSectorSize / 2f, drawY + padSectorSize / 2f)){
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if(clicked){
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if(clicked){
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selectSector(sector);
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selectSector(sector);
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}
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}
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Draw.color(Palette.remove);
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Draw.color(Palette.remove);
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}else if (sector.complete){
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}else if(sector.complete){
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Draw.color(Palette.accent);
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Draw.color(Palette.accent);
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}else{
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}else{
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Draw.color(Color.LIGHT_GRAY);
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Draw.color(Color.LIGHT_GRAY);
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}
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}
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Fill.square(drawX, drawY, Unit.dp.scl(10f), 45f);
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Fill.square(drawX, drawY, Unit.dp.scl(10f), 45f);
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//Lines.crect(drawX, drawY, sectorSize * width + paddingx, sectorSize * height + paddingy, 0);
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}
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}
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}
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}
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Draw.color(Color.GRAY);
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Draw.color(Color.GRAY);
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Lines.stroke(Unit.dp.scl(4f));
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Lines.stroke(Unit.dp.scl(4f));
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//Lines.crect(x + width/2f, y + height/2f, width, height);
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//Lines.crect(x + width/2f, y + height/2f, width, height);
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