hitColor colored beam effects. (#3471)
* hitColor colored beam effects. * Same with lasers * fix
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@@ -418,6 +418,16 @@ public class Fx{
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Fill.circle(e.x + x, e.y + y, e.fout() * 2f);
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Fill.circle(e.x + x, e.y + y, e.fout() * 2f);
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});
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});
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}),
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}),
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hitLaserBlast = new Effect(12, e -> {
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color(e.color);
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stroke(e.fout() * 1.5f);
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randLenVectors(e.id, 8, e.finpow() * 17f, e.rotation, 360f, (x, y) -> {
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float ang = Mathf.angle(x, y);
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lineAngle(e.x + x, e.y + y, ang, e.fout() * 4 + 1f);
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});
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}),
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hitLancer = new Effect(12, e -> {
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hitLancer = new Effect(12, e -> {
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color(Color.white);
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color(Color.white);
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@@ -429,6 +439,16 @@ public class Fx{
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});
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});
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}),
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}),
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hitBeam = new Effect(12, e -> {
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color(e.color);
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stroke(e.fout() * 2f);
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randLenVectors(e.id, 6, e.finpow() * 18f, e.rotation, 360f, (x, y) -> {
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float ang = Mathf.angle(x, y);
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lineAngle(e.x + x, e.y + y, ang, e.fout() * 4 + 1f);
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});
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}),
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hitMeltdown = new Effect(12, e -> {
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hitMeltdown = new Effect(12, e -> {
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color(Pal.meltdownHit);
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color(Pal.meltdownHit);
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stroke(e.fout() * 2f);
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stroke(e.fout() * 2f);
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@@ -25,7 +25,7 @@ public class ContinuousLaserBulletType extends BulletType{
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public ContinuousLaserBulletType(float damage){
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public ContinuousLaserBulletType(float damage){
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super(0.001f, damage);
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super(0.001f, damage);
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hitEffect = Fx.hitMeltdown;
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hitEffect = Fx.hitBeam;
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despawnEffect = Fx.none;
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despawnEffect = Fx.none;
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hitSize = 4;
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hitSize = 4;
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drawSize = 420f;
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drawSize = 420f;
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@@ -23,7 +23,8 @@ public class LaserBulletType extends BulletType{
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public LaserBulletType(float damage){
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public LaserBulletType(float damage){
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super(0.01f, damage);
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super(0.01f, damage);
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hitEffect = Fx.hitLancer;
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hitEffect = Fx.hitLaserBlast;
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hitColor = colors[2];
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despawnEffect = Fx.none;
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despawnEffect = Fx.none;
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shootEffect = Fx.hitLancer;
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shootEffect = Fx.hitLancer;
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smokeEffect = Fx.none;
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smokeEffect = Fx.none;
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