A significant waste of time and effort

This commit is contained in:
Anuken
2021-11-23 22:41:25 -05:00
parent 4d49b0b2ee
commit ba14151a01
21 changed files with 413 additions and 72 deletions
@@ -0,0 +1,63 @@
package mindustry.entities.bullet;
import mindustry.content.*;
import mindustry.entities.*;
import mindustry.gen.*;
/** Basic continuous bullet type that does not draw itself. Essentially abstract. */
public class ContinuousBulletType extends BulletType{
public float length = 220f;
public float shake = 0f;
public float damageInterval = 5f;
public boolean largeHit = false;
{
speed = 0f;
despawnEffect = Fx.none;
lifetime = 16f;
impact = true;
keepVelocity = false;
collides = false;
pierce = true;
hittable = false;
absorbable = false;
}
@Override
public float continuousDamage(){
return damage / damageInterval * 60f;
}
@Override
public float estimateDPS(){
//assume firing duration is about 100 by default, may not be accurate there's no way of knowing in this method
//assume it pierces 3 blocks/units
return damage * 100f / damageInterval * 3f;
}
@Override
public float range(){
return Math.max(length, maxRange);
}
@Override
public void init(){
super.init();
drawSize = Math.max(drawSize, length*2f);
}
@Override
public void update(Bullet b){
//damage every 5 ticks
if(b.timer(1, damageInterval)){
Damage.collideLine(b, b.team, hitEffect, b.x, b.y, b.rotation(), length, largeHit);
}
if(shake > 0){
Effect.shake(shake, shake, b);
}
}
}
@@ -0,0 +1,74 @@
package mindustry.entities.bullet;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.math.*;
import arc.util.*;
import mindustry.content.*;
import mindustry.entities.*;
import mindustry.gen.*;
import mindustry.graphics.*;
//TODO implement
public class ContinuousFlameBulletType extends ContinuousBulletType{
public float fadeTime = 16f;
public float lightStroke = 40f;
public float width = 3.7f, oscScl = 1.2f, oscMag = 0.02f;
public int divisions = 25;
/** Lengths, widths, ellipse panning, and offsets, all as fractions of the base width and length. Stored as an 'interleaved' array of values: LWPO1 LWPO2 LWPO3... */
public float[] lengthWidthPanOffsets = {
1.12f, 1.3f, 0.32f, 0f,
1f, 1f, 0.3f, 0f,
0.8f, 0.9f, 0.2f, 0.01f,
0.5f, 0.8f, 0.15f, 0.02f,
0.25f, 0.7f, 0.1f, 0.03f
};
public Color[] colors = {Color.valueOf("eb7abe").a(0.55f), Color.valueOf("e189f5").a(0.7f), Color.valueOf("907ef7").a(0.8f), Color.valueOf("91a4ff"), Color.white};
public ContinuousFlameBulletType(float damage){
this.damage = damage;
}
public ContinuousFlameBulletType(){
}
{
length = 120f;
hitEffect = Fx.hitBeam;
hitSize = 4;
drawSize = 420f;
lifetime = 16f;
hitColor = colors[3];
lightColor = colors[3];
}
@Override
public void draw(Bullet b){
float realLength = Damage.findLaserLength(b, length);
float fout = Mathf.clamp(b.time > b.lifetime - fadeTime ? 1f - (b.time - (lifetime - fadeTime)) / fadeTime : 1f);
float baseLen = realLength * fout;
float sin = Mathf.sin(Time.time, oscScl, oscMag);
for(int i = 0; i < colors.length; i++){
Draw.color(colors[i].write(Tmp.c1).mul(0.9f).mul(1f + Mathf.absin(Time.time, 1f, 0.1f)));
Drawf.flame(b.x, b.y, divisions, b.rotation(),
baseLen * lengthWidthPanOffsets[i * 4] * (1f - sin),
width * lengthWidthPanOffsets[i * 4 + 1] * fout * (1f + sin),
lengthWidthPanOffsets[i * 4 + 2],
baseLen * lengthWidthPanOffsets[i * 4 + 3]
);
}
Drawf.light(b.team, b.x, b.y, b.x + Tmp.v1.x, b.y + Tmp.v1.y, lightStroke, lightColor, 0.7f);
Draw.reset();
}
@Override
public void drawLight(Bullet b){
//no light drawn here
}
}
@@ -9,9 +9,7 @@ import mindustry.entities.*;
import mindustry.gen.*;
import mindustry.graphics.*;
public class ContinuousLaserBulletType extends BulletType{
public float length = 220f;
public float shake = 1f;
public class ContinuousLaserBulletType extends ContinuousBulletType{
public float fadeTime = 16f;
public float lightStroke = 40f;
public float spaceMag = 35f;
@@ -20,14 +18,18 @@ public class ContinuousLaserBulletType extends BulletType{
public float[] strokes = {2f, 1.5f, 1f, 0.3f};
public float[] lenscales = {1f, 1.12f, 1.15f, 1.17f};
public float width = 9f, oscScl = 0.8f, oscMag = 1.5f;
public boolean largeHit = true;
public ContinuousLaserBulletType(float damage){
this.damage = damage;
this.speed = 0f;
}
public ContinuousLaserBulletType(){
}
{
shake = 1f;
largeHit = true;
hitEffect = Fx.hitBeam;
despawnEffect = Fx.none;
hitSize = 4;
drawSize = 420f;
lifetime = 16f;
@@ -36,53 +38,6 @@ public class ContinuousLaserBulletType extends BulletType{
incendSpread = 5;
incendChance = 0.4f;
lightColor = Color.orange;
impact = true;
keepVelocity = false;
collides = false;
pierce = true;
hittable = false;
absorbable = false;
}
protected ContinuousLaserBulletType(){
this(0);
}
@Override
public float continuousDamage(){
return damage / 5f * 60f;
}
@Override
public float estimateDPS(){
//assume firing duration is about 100 by default, may not be accurate there's no way of knowing in this method
//assume it pierces 3 blocks/units
return damage * 100f / 5f * 3f;
}
@Override
public float range(){
return Math.max(length, maxRange);
}
@Override
public void init(){
super.init();
drawSize = Math.max(drawSize, length*2f);
}
@Override
public void update(Bullet b){
//damage every 5 ticks
if(b.timer(1, 5f)){
Damage.collideLine(b, b.team, hitEffect, b.x, b.y, b.rotation(), length, largeHit);
}
if(shake > 0){
Effect.shake(shake, shake, b);
}
}
@Override