Homing Power Functionality (#2096)
Homing Power should probably actually affect how strong homing is.
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@@ -75,7 +75,8 @@ public abstract class BulletType extends Content{
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public int incendAmount = 0;
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public int incendAmount = 0;
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public float incendSpread = 8f;
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public float incendSpread = 8f;
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public float incendChance = 1f;
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public float incendChance = 1f;
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//Number from 0 - 1 for how quickly it should turn
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public float homingPower = 0f;
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public float homingPower = 0f;
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public float homingRange = 50f;
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public float homingRange = 50f;
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@@ -165,7 +166,7 @@ public abstract class BulletType extends Content{
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if(homingPower > 0.0001f){
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if(homingPower > 0.0001f){
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Teamc target = Units.closestTarget(b.team(), b.getX(), b.getY(), homingRange, e -> (e.isGrounded() && collidesGround) || (e.isFlying() && collidesAir));
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Teamc target = Units.closestTarget(b.team(), b.getX(), b.getY(), homingRange, e -> (e.isGrounded() && collidesGround) || (e.isFlying() && collidesAir));
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if(target != null){
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if(target != null){
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b.vel().setAngle(Mathf.slerpDelta(b.rotation(), b.angleTo(target), 0.08f));
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b.vel().setAngle(Mathf.slerpDelta(b.rotation(), b.angleTo(target), homingPower));
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}
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}
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}
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}
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