Initial toxopid sprites, WIP

This commit is contained in:
Anuken
2020-09-02 00:13:25 -04:00
parent f1772418f2
commit c1cc11c7cb
22 changed files with 4769 additions and 4456 deletions

View File

@@ -381,6 +381,8 @@ public class UnitTypes implements ContentList{
health = 8000;
armor = 6f;
rotateSpeed = 2.9f;
legCount = 6;
legMoveSpace = 1f;
legPairOffset = 3;
@@ -470,6 +472,105 @@ public class UnitTypes implements ContentList{
}});
}};
toxopid = new UnitType("toxopid"){{
drag = 0.1f;
speed = 0.6f;
hitsize = 21f;
health = 18000;
armor = 9f;
rotateSpeed = 2.2f;
legCount = 8;
legMoveSpace = 0.8f;
legPairOffset = 3;
legLength = 75f;
legExtension = -20;
legBaseOffset = 8f;
landShake = 1f;
legSpeed = 0.1f;
legLengthScl = 1f;
rippleScale = 3f;
legSpeed = 0.19f;
legSplashDamage = 80;
legSplashRange = 60;
hovering = true;
allowLegStep = true;
visualElevation = 0.43f;
groundLayer = Layer.legUnit;
BulletType sapper = new SapBulletType(){{
sapStrength = 0.8f;
length = 55f;
damage = 34;
shootEffect = Fx.shootSmall;
hitColor = color = Color.valueOf("bf92f9");
despawnEffect = Fx.none;
width = 0.55f;
lifetime = 30f;
knockback = -1f;
}};
if(false)
weapons.add(
new Weapon("spiroct-weapon"){{
reload = 9f;
x = 4f;
y = 8f;
rotate = true;
bullet = sapper;
}},
new Weapon("spiroct-weapon"){{
reload = 15f;
x = 9f;
y = 6f;
rotate = true;
bullet = sapper;
}},
new Weapon("spiroct-weapon"){{
reload = 23f;
x = 14f;
y = 0f;
rotate = true;
bullet = sapper;
}},
new Weapon("large-purple-mount"){{
y = -7f;
x = 9f;
shootY = 7f;
reload = 45;
shake = 3f;
rotateSpeed = 2f;
ejectEffect = Fx.shellEjectSmall;
shootSound = Sounds.shootBig;
rotate = true;
occlusion = 8f;
recoil = 3f;
bullet = new ArtilleryBulletType(2f, 12){{
hitEffect = Fx.sapExplosion;
knockback = 0.8f;
lifetime = 70f;
width = height = 19f;
collidesTiles = false;
ammoMultiplier = 4f;
splashDamageRadius = 95f;
splashDamage = 55f;
backColor = Pal.sapBulletBack;
frontColor = lightningColor = Pal.sapBullet;
lightning = 3;
lightningLength = 10;
smokeEffect = Fx.shootBigSmoke2;
shake = 5f;
status = StatusEffects.sapped;
statusDuration = 60f * 10;
}};
}});
}};
//endregion
//region air attack