Refactoring / Launch pad tweaks
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@@ -60,13 +60,13 @@ public class Fx{
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color(Pal.accent);
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Tmp.v1.set(e.x, e.y).interpolate(Tmp.v2.set(to), e.fin(), Interpolation.pow2In);
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Tmp.v1.set(e.x, e.y).interpolate(Tmp.v2.set(to), e.fin(), Interp.pow2In);
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float x = Tmp.v1.x, y = Tmp.v1.y;
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float size = 2.5f * e.fin();
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Fill.square(x, y, 1.5f * size, 45f);
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Tmp.v1.set(e.x, e.y).interpolate(Tmp.v2.set(to), e.fin(), Interpolation.pow5In);
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Tmp.v1.set(e.x, e.y).interpolate(Tmp.v2.set(to), e.fin(), Interp.pow5In);
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x = Tmp.v1.x;
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y = Tmp.v1.y;
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@@ -76,7 +76,7 @@ public class Fx{
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itemTransfer = new Effect(30f, e -> {
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if(!(e.data instanceof Position)) return;
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Position to = e.data();
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Tmp.v1.set(e.x, e.y).interpolate(Tmp.v2.set(to), e.fin(), Interpolation.pow3)
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Tmp.v1.set(e.x, e.y).interpolate(Tmp.v2.set(to), e.fin(), Interp.pow3)
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.add(Tmp.v2.sub(e.x, e.y).nor().rotate90(1).scl(Mathf.randomSeedRange(e.id, 1f) * e.fslope() * 10f));
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float x = Tmp.v1.x, y = Tmp.v1.y;
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float size = Math.min(0.8f + e.rotation / 5f, 2);
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@@ -96,7 +96,7 @@ public class Fx{
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Block block = l.block;
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Position to = Tmp.v3.set(l.x * tilesize, l.y * tilesize).add(block.offset(), block.offset());
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Tmp.v1.set(e.x, e.y).interpolate(Tmp.v2.set(to), e.fin(), Interpolation.linear);
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Tmp.v1.set(e.x, e.y).interpolate(Tmp.v2.set(to), e.fin(), Interp.linear);
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float x = Tmp.v1.x, y = Tmp.v1.y;
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Draw.rect(block.icon(Cicon.full), x, y);
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@@ -1153,6 +1153,22 @@ public class Fx{
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Lines.circle(e.x, e.y, 4f + e.finpow() * 120f);
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}),
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launchPod = new Effect(40, e -> {
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color(Pal.engine);
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e.scaled(20f, f -> {
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stroke(f.fout() * 2f);
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Lines.circle(e.x, e.y, 4f + f.finpow() * 30f);
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});
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stroke(e.fout() * 2f);
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randLenVectors(e.id, 24, e.finpow() * 50f, (x, y) -> {
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float ang = Mathf.angle(x, y);
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lineAngle(e.x + x, e.y + y, ang, e.fout() * 4 + 1f);
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});
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}),
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healWaveMend = new Effect(40, e -> {
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color(e.color);
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stroke(e.fout() * 2f);
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