Added arc turret
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@@ -15,7 +15,7 @@ public class AmmoTypes implements ContentList{
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flakExplosive, flakPlastic, flakSurge,
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missileExplosive, missileIncindiary, missileSurge,
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artilleryDense, artilleryPlastic, artilleryHoming, artilleryIncindiary, artilleryExplosive,
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basicFlame, lancerLaser, lightning, spectreLaser, meltdownLaser, fuseShotgun, oil, water, lava, cryofluid;
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basicFlame, lancerLaser, lightning, spectreLaser, meltdownLaser, fuseShotgun, oil, water, lava, cryofluid, arc;
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@Override
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public void load(){
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@@ -196,6 +196,8 @@ public class AmmoTypes implements ContentList{
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lightning = new AmmoType(TurretBullets.lightning);
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arc = new AmmoType(TurretBullets.arc);
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spectreLaser = new AmmoType(TurretBullets.lancerLaser);
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meltdownLaser = new AmmoType(TurretBullets.lancerLaser);
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@@ -44,7 +44,7 @@ public class Recipes implements ContentList{
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//TURRETS
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new Recipe(weapon, TurretBlocks.duo, new ItemStack(Items.copper, 40));
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new Recipe(weapon, TurretBlocks.scorch, new ItemStack(Items.copper, 50), new ItemStack(Items.densealloy, 20));
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new Recipe(weapon, TurretBlocks.arc, new ItemStack(Items.copper, 50), new ItemStack(Items.densealloy, 20));
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new Recipe(weapon, TurretBlocks.hail, new ItemStack(Items.copper, 60), new ItemStack(Items.densealloy, 35));
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new Recipe(weapon, TurretBlocks.lancer, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 100), new ItemStack(Items.silicon, 90));
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new Recipe(weapon, TurretBlocks.wave, new ItemStack(Items.densealloy, 60), new ItemStack(Items.titanium, 70), new ItemStack(Items.lead, 150));
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@@ -29,18 +29,6 @@ public class TurretBlocks extends BlockList implements ContentList{
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inaccuracy = 2f;
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rotatespeed = 10f;
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}};
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/*
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scatter = new BurstTurret("scatter") {{
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ammoTypes = new AmmoType[]{AmmoTypes.flakLead, AmmoTypes.flakExplosive, AmmoTypes.flakPlastic};
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ammoPerShot = 1;
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shots = 3;
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reload = 60f;
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restitution = 0.03f;
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recoil = 1.5f;
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burstSpacing = 1f;
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inaccuracy = 7f;
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ammoUseEffect = ShootFx.shellEjectSmall;
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}};*/
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hail = new ArtilleryTurret("hail"){{
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ammoTypes = new AmmoType[]{AmmoTypes.artilleryDense, AmmoTypes.artilleryHoming, AmmoTypes.artilleryIncindiary};
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@@ -70,7 +58,7 @@ public class TurretBlocks extends BlockList implements ContentList{
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health = 160;
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drawer = (tile, entity) -> Draw.rect(entity.target != null ? shootRegion : region, tile.drawx() + tr2.x, tile.drawy() + tr2.y, entity.rotation - 90);
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}
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}
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};
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wave = new LiquidTurret("wave"){{
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@@ -115,19 +103,15 @@ public class TurretBlocks extends BlockList implements ContentList{
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health = 320;
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}};
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arc = new LaserTurret("arc"){{
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shootType = AmmoTypes.lightning;
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reload = 100f;
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chargeTime = 70f;
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arc = new PowerTurret("arc"){{
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shootType = AmmoTypes.arc;
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reload = 30f;
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shootShake = 1f;
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chargeMaxDelay = 30f;
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chargeEffects = 7;
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range = 60f;
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shootEffect = ShootFx.lightningShoot;
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chargeEffect = ShootFx.lightningCharge;
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chargeBeginEffect = ShootFx.lancerLaserChargeBegin;
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heatColor = Color.RED;
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recoil = 3f;
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size = 2;
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recoil = 1f;
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size = 1;
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}};
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swarmer = new BurstTurret("swarmer"){{
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@@ -31,7 +31,7 @@ import static io.anuke.mindustry.Vars.content;
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import static io.anuke.mindustry.Vars.world;
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public class TurretBullets extends BulletList implements ContentList{
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public static BulletType fireball, basicFlame, lancerLaser, fuseShot, waterShot, cryoShot, lavaShot, oilShot, lightning, driverBolt, healBullet;
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public static BulletType fireball, basicFlame, lancerLaser, fuseShot, waterShot, cryoShot, lavaShot, oilShot, lightning, driverBolt, healBullet, arc;
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@Override
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public void load(){
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@@ -229,6 +229,7 @@ public class TurretBullets extends BulletList implements ContentList{
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statusIntensity = 0.5f;
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}
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};
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lightning = new BulletType(0.001f, 14){
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{
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lifetime = 1;
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@@ -246,6 +247,23 @@ public class TurretBullets extends BulletList implements ContentList{
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}
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};
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arc = new BulletType(0.001f, 11){
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{
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lifetime = 1;
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despawneffect = Fx.none;
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hiteffect = BulletFx.hitLancer;
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}
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@Override
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public void draw(Bullet b){
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}
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@Override
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public void init(Bullet b){
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Lightning.create(b.getTeam(), hiteffect, Palette.lancerLaser, damage, b.x, b.y, b.angle(), 25);
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}
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};
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driverBolt = new BulletType(5.3f, 50){
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{
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collidesTiles = false;
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@@ -253,8 +253,6 @@ public class FloorRenderer{
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public void clearTiles(){
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if(cbatch != null) cbatch.dispose();
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Timers.mark();
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if(world.getSector() != null){
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gutter = mapPadding;
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}else{
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@@ -266,8 +264,6 @@ public class FloorRenderer{
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cache = new Chunk[chunksx][chunksy];
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cbatch = new CacheBatch(world.width() * world.height() * 4 * 4);
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Log.info("Time to create: {0}", Timers.elapsed());
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Timers.mark();
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for(int x = 0; x < chunksx; x++){
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