Edge cleanup / Spawn warn / Bugfixes
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@@ -24,6 +24,7 @@ import java.io.IOException;
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import static io.anuke.mindustry.Vars.*;
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public class WaveSpawner{
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private static final float shockwaveBase = 350f, shockwaveRand = 10f, maxShockwaveDst = shockwaveBase + shockwaveRand;
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private Array<SpawnGroup> groups;
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private Array<FlyerSpawn> flySpawns = new Array<>();
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private Array<GroundSpawn> groundSpawns = new Array<>();
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@@ -52,6 +53,11 @@ public class WaveSpawner{
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}
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}
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/**@return true if the player is near a ground spawn point.*/
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public boolean playerNear(){
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return groundSpawns.count(g -> Mathf.dst(g.x * tilesize, g.y * tilesize, players[0].x, players[0].y) < maxShockwaveDst) > 0;
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}
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public void spawnEnemies(){
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for(SpawnGroup group : groups){
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@@ -98,7 +104,7 @@ public class WaveSpawner{
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}
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Time.run(20f, () -> Effects.effect(Fx.spawnShockwave, spawn.x * tilesize, spawn.y * tilesize));
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//would be interesting to see player structures survive this without hacks
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Time.run(40f, () -> Damage.damage(waveTeam, spawn.x * tilesize, spawn.y * tilesize, 350f + Mathf.random(80f), 99999999f));
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Time.run(40f, () -> Damage.damage(waveTeam, spawn.x * tilesize, spawn.y * tilesize, shockwaveBase + Mathf.random(shockwaveRand), 99999999f));
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}
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}
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}
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