Merge remote-tracking branch 'origin/master'
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@@ -768,14 +768,14 @@ public class Blocks implements ContentList{
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phaseWall = new Wall("phase-wall"){{
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phaseWall = new Wall("phase-wall"){{
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requirements(Category.defense, with(Items.phasefabric, 6));
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requirements(Category.defense, with(Items.phasefabric, 6));
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health = 150 * wallHealthMultiplier;
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health = 150 * wallHealthMultiplier;
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flashWhite = deflect = true;
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flashHit = deflect = true;
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}};
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}};
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phaseWallLarge = new Wall("phase-wall-large"){{
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phaseWallLarge = new Wall("phase-wall-large"){{
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requirements(Category.defense, ItemStack.mult(phaseWall.requirements, 4));
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requirements(Category.defense, ItemStack.mult(phaseWall.requirements, 4));
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health = 150 * 4 * wallHealthMultiplier;
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health = 150 * 4 * wallHealthMultiplier;
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size = 2;
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size = 2;
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flashWhite = deflect = true;
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flashHit = deflect = true;
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}};
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}};
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surgeWall = new Wall("surge-wall"){{
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surgeWall = new Wall("surge-wall"){{
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@@ -19,9 +19,11 @@ public class Wall extends Block{
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public float lightningChance = -0.001f;
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public float lightningChance = -0.001f;
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public float lightningDamage = 20f;
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public float lightningDamage = 20f;
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public int lightningLength = 17;
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public int lightningLength = 17;
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public Color lightningColor = Pal.surge;
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public float chanceDeflect = 10f;
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public float chanceDeflect = 10f;
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public boolean flashWhite;
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public boolean flashHit;
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public Color flashColor = Color.white;
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public boolean deflect;
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public boolean deflect;
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public Wall(String name){
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public Wall(String name){
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@@ -68,10 +70,10 @@ public class Wall extends Block{
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}
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}
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//draw flashing white overlay if enabled
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//draw flashing white overlay if enabled
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if(flashWhite){
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if(flashHit){
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if(hit < 0.0001f) return;
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if(hit < 0.0001f) return;
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Draw.color(Color.white);
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Draw.color(flashColor);
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Draw.alpha(hit * 0.5f);
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Draw.alpha(hit * 0.5f);
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Draw.blend(Blending.additive);
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Draw.blend(Blending.additive);
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Fill.rect(x, y, tilesize * size, tilesize * size);
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Fill.rect(x, y, tilesize * size, tilesize * size);
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@@ -91,7 +93,7 @@ public class Wall extends Block{
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//create lightning if necessary
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//create lightning if necessary
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if(lightningChance > 0){
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if(lightningChance > 0){
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if(Mathf.chance(lightningChance)){
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if(Mathf.chance(lightningChance)){
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Lightning.create(team, Pal.surge, lightningDamage, x, y, bullet.rotation() + 180f, lightningLength);
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Lightning.create(team, lightningColor, lightningDamage, x, y, bullet.rotation() + 180f, lightningLength);
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}
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}
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}
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}
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