Spawn wave instruction
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@@ -8,6 +8,6 @@ varying vec2 v_texCoords;
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void main(){
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vec4 original = texture2D(u_texture0, v_texCoords) * OriginalIntensity;
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vec4 bloom = texture2D(u_texture1, v_texCoords) * BloomIntensity;
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original = original * (vec4(1.0) - bloom);
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original = original * (vec4(1.0) - vec4(bloom.rgb, 0.0));
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gl_FragColor = original + bloom;
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}
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@@ -12,14 +12,14 @@ const float far = 0.0702702703;
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void main(){
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gl_FragColor = far * texture2D(u_texture, v_texCoords0)
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+ close * texture2D(u_texture, v_texCoords1)
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+ center * texture2D(u_texture, v_texCoords2)
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+ center * texture2D(u_texture, v_texCoords2)
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+ close * texture2D(u_texture, v_texCoords3)
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+ far * texture2D(u_texture, v_texCoords4);
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//TODO this is broken.
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/*
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//TODO this is broken (too bright)
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/*
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vec4
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v1 = texture2D(u_texture, v_texCoords0),
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v2 = texture2D(u_texture, v_texCoords1),
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@@ -34,14 +34,13 @@ void main(){
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a4 = v4.a * close,
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a5 = v5.a * far;
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//far close center close far
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//TODO figure this out
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//RGB values should be weighted by their respective alpha values.
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gl_FragColor = vec4(
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//RGB values are weighed by their alpha values and their base weight (less alpha -> less contribution)
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(v1.rgb * a1 + v2.rgb * a2 + v3.rgb * a3 + v4.rgb * a4 + v5.rgb * a5) /
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max(a1 + a2 + a3 + a4 + a5, 0.0001), //RGB must be weighed by the sum of all alpha processed. if a pixel contributes less weight, the multiplication is higher
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a1 + a2 + a3 + a4 + a5); //alpha is just the weighed sum
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//RGB must then be weighed by the sum of all alpha processed. don't allow divide by zero
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max(a1 + a2 + a3 + a4 + a5, 0.0001),
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//alpha is just the weighed sum
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a1 + a2 + a3 + a4 + a5);*/
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*/
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}
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@@ -951,7 +951,7 @@ setting.difficulty.insane = Insane
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setting.difficulty.name = Difficulty:
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setting.screenshake.name = Screen Shake
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setting.bloomintensity.name = Bloom Intensity
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setting.bloomblur.name = Bloom Blurs
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setting.bloomblur.name = Bloom Blur
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setting.effects.name = Display Effects
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setting.destroyedblocks.name = Display Destroyed Blocks
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setting.blockstatus.name = Display Block Status
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@@ -2781,8 +2781,8 @@ public class UnitTypes{
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float life = lifetime / Mathf.lerp(fin, 1f, 0.5f);
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spawnBullets.add(new BasicBulletType(spd * fin, 45){{
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drag = 0.002f;
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width = 8f;
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height = 10f;
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width = 12f;
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height = 11f;
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lifetime = life + 5f;
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weaveRandom = false;
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hitSize = 5f;
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@@ -1340,6 +1340,7 @@ public class LExecutor{
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public void run(LExecutor exec){
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switch(rule){
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case waveTimer -> state.rules.waveTimer = exec.bool(value);
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case wave -> state.wave = exec.numi(value);
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case currentWaveTime -> state.wavetime = exec.numf(value) * 60f;
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case waves -> state.rules.waves = exec.bool(value);
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case attackMode -> state.rules.attackMode = exec.bool(value);
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@@ -1562,5 +1563,40 @@ public class LExecutor{
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}
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}
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public static class SpawnWaveI implements LInstruction{
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public int x, y;
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public SpawnWaveI(){
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}
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public SpawnWaveI(int x, int y){
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this.x = x;
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this.y = y;
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}
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@Override
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public void run(LExecutor exec){
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float
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spawnX = World.unconv(exec.numf(x)),
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spawnY = World.unconv(exec.numf(y));
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int packed = Point2.pack(exec.numi(x), exec.numi(y));
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for(SpawnGroup group : state.rules.spawns){
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if(group.type == null || (group.spawn != -1 && group.spawn != packed)) continue;
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int spawned = group.getSpawned(state.wave - 1);
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float spread = tilesize * 2;
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for(int i = 0; i < spawned; i++){
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Tmp.v1.rnd(spread);
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Unit unit = group.createUnit(state.rules.waveTeam, state.wave - 1);
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unit.set(spawnX + Tmp.v1.x, spawnY + Tmp.v1.y);
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Vars.spawner.spawnEffect(unit);
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}
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}
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}
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}
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//endregion
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}
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@@ -1234,6 +1234,36 @@ public class LStatements{
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}
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}
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@RegisterStatement("spawnwave")
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public static class SpawnWaveStatement extends LStatement{
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public String x = "10", y = "10";
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@Override
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public void build(Table table){
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table.add("x ");
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fields(table, x, str -> x = str);
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table.add(" y ");
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fields(table, y, str -> y = str);
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}
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@Override
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public boolean privileged(){
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return true;
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}
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@Override
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public Color color(){
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return Pal.logicWorld;
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}
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@Override
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public LInstruction build(LAssembler builder){
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return new SpawnWaveI(builder.var(x), builder.var(y));
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}
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}
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@RegisterStatement("setrule")
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public static class SetRuleStatement extends LStatement{
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public LogicRule rule = LogicRule.waveSpacing;
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@@ -4,6 +4,7 @@ public enum LogicRule{
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currentWaveTime,
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waveTimer,
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waves,
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wave,
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waveSpacing,
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attackMode,
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enemyCoreBuildRadius,
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@@ -162,7 +162,7 @@ public class Floor extends Block{
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}
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PixmapRegion image = Core.atlas.getPixmap(icons()[0]);
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PixmapRegion edge = Core.atlas.getPixmap("edge-stencil");
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PixmapRegion edge = Core.atlas.getPixmap(Core.atlas.find(name + "-edge-stencil", "edge-stencil"));
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Pixmap result = new Pixmap(edge.width, edge.height);
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for(int x = 0; x < edge.width; x++){
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@@ -25,4 +25,4 @@ org.gradle.caching=true
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#used for slow jitpack builds; TODO see if this actually works
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org.gradle.internal.http.socketTimeout=100000
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org.gradle.internal.http.connectionTimeout=100000
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archash=871de12b14
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archash=a625ec1c93
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