Sector tint / Sector preset system
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@@ -32,7 +32,20 @@ public class Sectors{
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private static final int sectorImageSize = 32;
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private static final boolean checkExpansion = false;
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private GridMap<Sector> grid = new GridMap<>();
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private final GridMap<Sector> grid = new GridMap<>();
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private final GridMap<Array<Mission>> presets = new GridMap<Array<Mission>>(){{
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put(0, 0, TutorialSector.getMissions());
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//water mission
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put(-2, 0, Array.with());
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//command center mission
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put(0, 1, Array.with());
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//reconstructor mission
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put(0, -1, Array.with());
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//oil mission
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put(1, 0, Array.with());
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}};
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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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@@ -292,10 +305,10 @@ public class Sectors{
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private void initSector(Sector sector){
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sector.difficulty = (int)(Mathf.dst(sector.x, sector.y));
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if(sector.difficulty == 0){
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sector.missions.addAll(TutorialSector.getMissions());
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if(presets.containsKey(sector.x, sector.y)){
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sector.missions.addAll(presets.get(sector.x, sector.y));
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}else{
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sector.missions.add(new WaveMission(Math.min(sector.difficulty*5 + Mathf.randomSeed(sector.getSeed(), 0, 3)*5, 100)));
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genMissions(sector);
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}
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sector.spawns = new Array<>();
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@@ -320,6 +333,10 @@ public class Sectors{
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}
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}
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private void genMissions(Sector sector){
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sector.missions.add(new WaveMission(sector.difficulty*5 + Mathf.randomSeed(sector.getSeed(), 0, 3)*5));
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}
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private void createTexture(Sector sector){
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if(headless) return; //obviously not created or needed on server
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@@ -9,8 +9,7 @@ import io.anuke.ucore.util.Bundles;
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import static io.anuke.mindustry.Vars.defaultTeam;
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import static io.anuke.mindustry.Vars.world;
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/**A mission in which the player must place a block.*/
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@Deprecated
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/**A mission in which the player must place a block somewhere.*/
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public class BlockMission extends Mission{
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private final Block block;
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private boolean complete;
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@@ -146,7 +146,7 @@ public class SectorsDialog extends FloatingDialog{
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drawY += (height-1)/2f*padSectorSize;
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if(sector != null && sector.texture != null){
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Draw.color(Color.WHITE);
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Draw.colorl(!sector.complete ? 0.3f : 1f);
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Draw.rect(sector.texture, drawX, drawY, sectorSize * width + paddingx, sectorSize * height + paddingy);
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}
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