Diffuse turret
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@@ -44,7 +44,7 @@ public class Turret extends ReloadTurret{
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public Sound chargeSound = Sounds.none;
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public float soundPitchMin = 0.9f, soundPitchMax = 1.1f;
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//visuals
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//visuals TODO document
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public float ammoEjectBack = 1f;
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public float shootWarmupSpeed = 0.1f;
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public boolean linearWarmup = false;
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@@ -64,7 +64,7 @@ public class Turret extends ReloadTurret{
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/** Bullet angle randomness in degrees. */
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public float inaccuracy = 0f;
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/** Fraction of bullet velocity that is random. */
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public float velocityInaccuracy = 0f;
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public float velocityRnd = 0f;
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/** Maximum angle difference in degrees at which turret will still try to shoot. */
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public float shootCone = 8f;
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/** Turret shoot point. */
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@@ -204,7 +204,7 @@ public class Turret extends ReloadTurret{
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@Override
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public boolean shouldConsume(){
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return isShooting();
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return isShooting() || reloadCounter < reload;
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}
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@Override
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@@ -503,7 +503,7 @@ public class Turret extends ReloadTurret{
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float lifeScl = type.scaleLife ? Mathf.clamp(Mathf.dst(bulletX, bulletY, targetPos.x, targetPos.y) / type.range, minRange / type.range, range() / type.range) : 1f;
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//TODO aimX / aimY for multi shot turrets?
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handleBullet(type.create(this, team, bulletX, bulletY, shootAngle, -1f, 1f + Mathf.range(velocityInaccuracy), lifeScl, null, mover, targetPos.x, targetPos.y), xOffset, yOffset, angleOffset);
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handleBullet(type.create(this, team, bulletX, bulletY, shootAngle, -1f, (1f - velocityRnd) + Mathf.random(velocityRnd), lifeScl, null, mover, targetPos.x, targetPos.y), xOffset, yOffset, angleOffset);
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(shootEffect == Fx.none ? type.shootEffect : shootEffect).at(bulletX, bulletY, rotation + angleOffset, type.hitColor);
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(smokeEffect == Fx.none ? type.smokeEffect : smokeEffect).at(bulletX, bulletY, rotation + angleOffset, type.hitColor);
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