Added fullscreen, player outlines, better weapon display
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@@ -20,6 +20,7 @@ public class Weapon extends Upgrade{
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blaster = new Weapon("blaster", 12, BulletType.shot){
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{
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effect = Fx.laserShoot;
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length = 2f;
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}
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},
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triblaster = new Weapon("triblaster", 16, BulletType.spread){
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@@ -63,6 +64,7 @@ public class Weapon extends Upgrade{
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roundrobin = true;
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shots = 7;
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inaccuracy = 15f;
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length = 3.5f;
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}
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};
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/**weapon reload in frames*/
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@@ -81,6 +83,8 @@ public class Weapon extends Upgrade{
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float shake = 0f;
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/**effect displayed when shooting*/
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Effect effect;
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/**shoot barrel length*/
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float length = 3f;
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/**whether to shoot the weapons in different arms one after another, rather an all at once*/
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boolean roundrobin = false;
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@@ -96,7 +100,7 @@ public class Weapon extends Upgrade{
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Timers.reset(p, "reload" + !left, reload/2f);
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}
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float ang = Angles.mouseAngle(p.x, p.y);
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Angles.translation(ang + Mathf.sign(left) * -60f, 3f);
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Angles.vector.set(3f * Mathf.sign(left), length).rotate(ang - 90);
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shoot(p, p.x + Angles.x(), p.y + Angles.y(), Angles.mouseAngle(p.x + Angles.x(), p.y + Angles.y()));
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}
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}
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