Asteroid/space improvements

This commit is contained in:
Anuken
2022-01-09 17:07:21 -05:00
parent 61025972eb
commit b31098ed87
8 changed files with 85 additions and 64 deletions

View File

@@ -118,8 +118,8 @@ public class AsteroidGenerator extends BlankPlanetGenerator{
wallOre(Blocks.beryllicStoneWall, Blocks.wallOreBeryl, 50f, 0.62f * berylliumScale);
//TODO:
//- copper maybe should not exist
//- consider replacing certain ores with something else
//- enemy wave spawns
//- never ending
//titanium
pass((x, y) -> {
@@ -131,6 +131,10 @@ public class AsteroidGenerator extends BlankPlanetGenerator{
}
});
int spawnSide = rand.random(3);
int sizeOffset = width / 2 - 1;
tiles.getn(sizeOffset * Geometry.d8edge[spawnSide].x + width/2, sizeOffset * Geometry.d8edge[spawnSide].y + height/2).setOverlay(Blocks.spawn);
Schematics.placeLaunchLoadout(sx, sy);
state.rules.planetBackground = new PlanetParams(){{
@@ -139,9 +143,19 @@ public class AsteroidGenerator extends BlankPlanetGenerator{
camPos = new Vec3(1.2388899f, 1.6047299f, 2.4758825f);
}};
//state.rules.backgroundTexture = "sprites/space.png";
state.rules.dragMultiplier = 0.7f; //yes, yes space has 0 drag but 0% drag is very annoying
state.rules.dragMultiplier = 0.7f; //yes, space actually has 0 drag but true 0% drag is very annoying
state.rules.borderDarkness = false;
state.rules.environment = Env.space;
state.rules.waves = true;
//TODO maybe make this on by default everywhere
state.rules.showSpawns = true;
//TODO better wavegen, do it by hand even
state.rules.spawns = Waves.generate(0.5f, rand, false, true, false);
}
@Override
public Schematic getDefaultLoadout(){
return Loadouts.spaceNucleus;
}
@Override