Minor bugfixes / New easier difficulty mode
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@@ -801,6 +801,7 @@ threat.high = High
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threat.extreme = Extreme
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threat.extreme = Extreme
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threat.eradication = Eradication
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threat.eradication = Eradication
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difficulty.casual = Casual
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difficulty.easy = Easy
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difficulty.easy = Easy
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difficulty.normal = Normal
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difficulty.normal = Normal
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difficulty.hard = Hard
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difficulty.hard = Hard
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@@ -358,8 +358,8 @@ public class CommandAI extends AIController{
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public void commandQueue(Position location){
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public void commandQueue(Position location){
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if(targetPos == null && attackTarget == null){
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if(targetPos == null && attackTarget == null){
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if(location instanceof Teamc target){
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if(location instanceof Teamc t){
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commandTarget(target, this.stopAtTarget);
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commandTarget(t, this.stopAtTarget);
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}else if(location instanceof Vec2 position){
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}else if(location instanceof Vec2 position){
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commandPosition(position);
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commandPosition(position);
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}
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}
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@@ -4,6 +4,7 @@ import arc.*;
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public enum Difficulty{
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public enum Difficulty{
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//TODO these need tweaks
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//TODO these need tweaks
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casual(0.75f, 0.5f, 2f),
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easy(1f, 0.75f, 1.5f),
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easy(1f, 0.75f, 1.5f),
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normal(1f, 1f, 1f),
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normal(1f, 1f, 1f),
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hard(1.25f, 1.5f, 0.8f),
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hard(1.25f, 1.5f, 0.8f),
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@@ -51,7 +51,7 @@ public class ForceProjector extends Block{
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protected static ForceBuild paramEntity;
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protected static ForceBuild paramEntity;
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protected static Effect paramEffect;
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protected static Effect paramEffect;
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protected static final Cons<Bullet> shieldConsumer = bullet -> {
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protected static final Cons<Bullet> shieldConsumer = bullet -> {
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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)){
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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)){
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bullet.absorb();
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bullet.absorb();
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paramEffect.at(bullet);
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paramEffect.at(bullet);
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paramEntity.hit = 1f;
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paramEntity.hit = 1f;
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