Fixed scaling / Improved power node visuals / Balancing
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@@ -21,14 +21,34 @@ public class Drawf{
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}
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public static void circles(float x, float y, float rad, Color color){
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int vertices = (int)(rad * 2);
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Lines.stroke(3f, Pal.gray);
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Lines.poly(x, y, vertices, rad);
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Lines.circle(x, y, rad);
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Lines.stroke(1f, color);
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Lines.poly(x, y, vertices, rad);
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Lines.circle(x, y, rad);
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Draw.reset();
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}
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public static void square(float x, float y, float radius, Color color){
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Lines.stroke(3f, Pal.gray);
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Lines.square(x, y, radius + 1f, 45);
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Lines.stroke(1f, color);
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Lines.square(x, y, radius + 1f, 45);
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Draw.reset();
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}
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public static void square(float x, float y, float radius){
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square(x, y, radius, Pal.accent);
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}
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/*
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public static void square(float x, float y, float radius){
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Lines.stroke(1f, Pal.gray);
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Lines.square(x, y - 1f, radius + 1f, 45);
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Lines.stroke(1f, Pal.accent);
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Lines.square(x, y, radius + 1f, 45);
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Draw.reset();
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}*/
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public static void arrow(float x, float y, float x2, float y2, float length, float radius){
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float angle = Angles.angle(x, y, x2, y2);
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float space = 2f;
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@@ -85,9 +85,9 @@ public class OverlayRenderer{
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float dst = Mathf.dst(player.x, player.y, core.drawx(), core.drawy());
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if(dst < state.rules.enemyCoreBuildRadius * 1.5f){
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Draw.color(Color.DARK_GRAY);
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Lines.poly(core.drawx(), core.drawy() - 2, 200, state.rules.enemyCoreBuildRadius);
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Lines.circle(core.drawx(), core.drawy() - 2, state.rules.enemyCoreBuildRadius);
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Draw.color(Pal.accent, enemy.color, 0.5f + Mathf.absin(Time.time(), 10f, 0.5f));
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Lines.poly(core.drawx(), core.drawy(), 200, state.rules.enemyCoreBuildRadius);
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Lines.circle(core.drawx(), core.drawy(), state.rules.enemyCoreBuildRadius);
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}
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}
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}
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