Better continuous laser bullet visuals

This commit is contained in:
Anuken
2022-04-24 22:49:36 -04:00
parent d5e522994e
commit 9251ba6008
7 changed files with 93 additions and 35 deletions
-5
View File
@@ -30,7 +30,6 @@ public class Damage{
private static Tile furthest;
private static float maxDst = 0f;
private static int pierceCount = 0;
private static Building tmpBuilding;
private static Unit tmpUnit;
@@ -149,7 +148,6 @@ public class Damage{
vec.trnsExact(b.rotation(), length);
rect.setPosition(b.x, b.y).setSize(vec.x, vec.y).normalize().grow(3f);
pierceCount = 0;
maxDst = Float.POSITIVE_INFINITY;
distances.clear();
@@ -219,7 +217,6 @@ public class Damage{
* Only enemies of the specified team are damaged.
*/
public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length, boolean large, boolean laser, int pierceCap){
pierceCount = 0;
if(laser){
length = findLaserLength(hitter, length);
}else if(pierceCap > 0){
@@ -284,8 +281,6 @@ public class Damage{
effect.at(vec.x, vec.y);
e.collision(hitter, vec.x, vec.y);
hitter.collision(e, vec.x, vec.y);
pierceCount ++;
}
};