Minor bugfixes / New easier difficulty mode

This commit is contained in:
Anuken
2024-09-17 14:29:24 -04:00
parent a9c5fdb959
commit b81553f490
4 changed files with 5 additions and 3 deletions

View File

@@ -801,6 +801,7 @@ threat.high = High
threat.extreme = Extreme threat.extreme = Extreme
threat.eradication = Eradication threat.eradication = Eradication
difficulty.casual = Casual
difficulty.easy = Easy difficulty.easy = Easy
difficulty.normal = Normal difficulty.normal = Normal
difficulty.hard = Hard difficulty.hard = Hard

View File

@@ -358,8 +358,8 @@ public class CommandAI extends AIController{
public void commandQueue(Position location){ public void commandQueue(Position location){
if(targetPos == null && attackTarget == null){ if(targetPos == null && attackTarget == null){
if(location instanceof Teamc target){ if(location instanceof Teamc t){
commandTarget(target, this.stopAtTarget); commandTarget(t, this.stopAtTarget);
}else if(location instanceof Vec2 position){ }else if(location instanceof Vec2 position){
commandPosition(position); commandPosition(position);
} }

View File

@@ -4,6 +4,7 @@ import arc.*;
public enum Difficulty{ public enum Difficulty{
//TODO these need tweaks //TODO these need tweaks
casual(0.75f, 0.5f, 2f),
easy(1f, 0.75f, 1.5f), easy(1f, 0.75f, 1.5f),
normal(1f, 1f, 1f), normal(1f, 1f, 1f),
hard(1.25f, 1.5f, 0.8f), hard(1.25f, 1.5f, 0.8f),

View File

@@ -51,7 +51,7 @@ public class ForceProjector extends Block{
protected static ForceBuild paramEntity; protected static ForceBuild paramEntity;
protected static Effect paramEffect; protected static Effect paramEffect;
protected static final Cons<Bullet> shieldConsumer = bullet -> { protected static final Cons<Bullet> shieldConsumer = bullet -> {
if(bullet.team != paramEntity.team && bullet.type.absorbable && Intersector.isInRegularPolygon(((ForceProjector)(paramEntity.block)).sides, paramEntity.x, paramEntity.y, paramEntity.realRadius(), ((ForceProjector)(paramEntity.block)).shieldRotation, bullet.x, bullet.y)){ if(bullet.team != paramEntity.team && bullet.type.absorbable && !bullet.absorbed && Intersector.isInRegularPolygon(((ForceProjector)(paramEntity.block)).sides, paramEntity.x, paramEntity.y, paramEntity.realRadius(), ((ForceProjector)(paramEntity.block)).shieldRotation, bullet.x, bullet.y)){
bullet.absorb(); bullet.absorb();
paramEffect.at(bullet); paramEffect.at(bullet);
paramEntity.hit = 1f; paramEntity.hit = 1f;