New scaling system
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@@ -37,7 +37,7 @@ public class Vars{
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//time between waves in frames (on normal mode)
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public static final float wavespace = 60 * 60 * 1.5f;
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public static final float scaling = 1f/4f;
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public static float scaling;
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public static final float mineTransferRange = 220f;
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//set ridiculously high for now
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public static final float coreBuildRange = 999999f;
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@@ -51,7 +51,6 @@ public class Vars{
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public static final float itemSize = 5f;
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public static final int tilesize = 8;
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public static final int sectorSize = 250;
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public static final int mapPadding = 3;
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public static final int invalidSector = Integer.MAX_VALUE;
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public static Locale[] locales;
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public static final Color[] playerColors = {
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@@ -25,6 +25,7 @@ import io.anuke.mindustry.type.Recipe;
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import io.anuke.mindustry.ui.dialogs.FloatingDialog;
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import io.anuke.ucore.core.*;
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import io.anuke.ucore.entities.EntityQuery;
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import io.anuke.ucore.graphics.Draw;
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import io.anuke.ucore.modules.Module;
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import io.anuke.ucore.util.*;
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@@ -68,6 +69,8 @@ public class Control extends Module{
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Core.atlas.setErrorRegion("error");
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content.initialize(Content::load);
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scaling = 1f / Draw.region("blank").getRegionWidth();
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unlocks.load();
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Sounds.setFalloff(9000f);
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@@ -321,7 +324,7 @@ public class Control extends Module{
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Settings.putBool("4.0-warning-2", true);
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Settings.save();
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}).size(100f, 60f);
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dialog.content().add("Reminder: The beta version you are about to play is very unstable, and is [accent]not representative of the final 4.0 release.[]\n\n " +
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dialog.content().add("Reminder: The alpha version you are about to play is very unstable, and is [accent]not representative of the final 4.0 release.[]\n\n " +
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"\nThere is currently[scarlet] no sound implemented[]; this is intentional.\n" +
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"All current art and UI is temporary, and will be re-drawn before release. " +
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"\n\n[accent]Saves and maps may be corrupted without warning between updates.").wrap().width(400f);
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@@ -15,6 +15,7 @@ import io.anuke.mindustry.entities.traits.BelowLiquidTrait;
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import io.anuke.mindustry.entities.units.BaseUnit;
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import io.anuke.mindustry.game.Team;
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import io.anuke.mindustry.graphics.*;
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import io.anuke.mindustry.world.blocks.defense.ForceProjector.ShieldEntity;
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import io.anuke.ucore.core.Core;
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import io.anuke.ucore.core.Effects;
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import io.anuke.ucore.core.Graphics;
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@@ -231,13 +232,14 @@ public class Renderer extends RendererModule{
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overlays.drawBottom();
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drawAndInterpolate(playerGroup, p -> true, Player::drawBuildRequests);
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/*
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Graphics.beginShaders(Shaders.shield);
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EntityDraw.draw(shieldGroup);
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EntityDraw.drawWith(shieldGroup, shield -> true, shield -> ((ShieldEntity)shield).drawOver());
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Draw.color(Palette.accent);
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Graphics.endShaders();
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Draw.color();*/
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if(shieldGroup.size() > 0){
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Graphics.beginShaders(Shaders.shield);
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EntityDraw.draw(shieldGroup);
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EntityDraw.drawWith(shieldGroup, shield -> true, shield -> ((ShieldEntity) shield).drawOver());
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Draw.color(Palette.accent);
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Graphics.endShaders();
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Draw.color();
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}
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overlays.drawTop();
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@@ -299,13 +301,11 @@ public class Renderer extends RendererModule{
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Shaders.outline.color.set(team.color);
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Shaders.mix.color.set(Color.WHITE);
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//Graphics.beginShaders(Shaders.outline);
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Graphics.shader(Shaders.mix, true);
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drawAndInterpolate(unitGroups[team.ordinal()], u -> u.isFlying() == flying && !u.isDead(), Unit::drawAll);
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drawAndInterpolate(playerGroup, p -> p.isFlying() == flying && p.getTeam() == team, Unit::drawAll);
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Graphics.shader();
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blocks.drawTeamBlocks(Layer.turret, team);
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// Graphics.endShaders();
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drawAndInterpolate(unitGroups[team.ordinal()], u -> u.isFlying() == flying && !u.isDead(), Unit::drawOver);
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drawAndInterpolate(playerGroup, p -> p.isFlying() == flying && p.getTeam() == team, Unit::drawOver);
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