Added random slopes, various bugfixes and balance fixes
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@@ -156,7 +156,9 @@ public class DesktopInput extends InputHandler{
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Tile cursor = tileAt(control.gdxInput().getX(), control.gdxInput().getY());
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if(cursor != null){
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if(player.isDead()){
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cursorType = normal;
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}else if(cursor != null){
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cursor = cursor.target();
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cursorType = cursor.block().getCursor(cursor);
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@@ -197,7 +199,7 @@ public class DesktopInput extends InputHandler{
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mode = placing;
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} else {
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//only begin shooting if there's no cursor event
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if(!tileTapped(cursor) && player.getPlaceQueue().size == 0 && !tryTapPlayer(worldx, worldy) && !droppingItem &&
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if(!tileTapped(cursor) && !tryTapPlayer(worldx, worldy) && player.getPlaceQueue().size == 0 && !droppingItem &&
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!tryBeginMine(cursor) && player.getMineTile() == null){
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CallEntity.setShooting(true);
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}
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@@ -162,6 +162,7 @@ public abstract class InputHandler extends InputAdapter{
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boolean canMine(Tile tile){
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return tile.floor().drops != null && tile.floor().drops.item.hardness <= player.mech.drillPower
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&& !tile.floor().playerUnmineable
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&& player.inventory.canAcceptItem(tile.floor().drops.item)
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&& tile.block() == Blocks.air && player.distanceTo(tile.worldx(), tile.worldy()) <= Player.mineDistance;
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}
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