Better launch / Better spawns / Tweaks
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@@ -33,7 +33,7 @@ public class Blocks implements ContentList{
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//environment
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air, part, spawn, space, metalfloor, deepwater, water, tar, stone, craters, charr, blackstone, dirt, sand, ice, snow,
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grass, shrub, rock, icerock, blackrock, rocks, cliffs, pine,
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grass, shrub, rock, icerock, blackrock, rocks, cliffs, pine, whiteTree,
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//crafting
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siliconSmelter, graphitePress, plastaniumCompressor, multiPress, phaseWeaver, surgeSmelter, pyratiteMixer, blastMixer, cryofluidMixer,
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@@ -223,6 +223,9 @@ public class Blocks implements ContentList{
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variants = 0;
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}};
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whiteTree = new TreeBlock("white-tree-dead"){{
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}};
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//endregion
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//region crafting
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@@ -860,9 +863,6 @@ public class Blocks implements ContentList{
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health = 1100;
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itemCapacity = 1000;
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launchThreshold = 500;
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launchTime = 60f * 10;
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launchChunkSize = 100;
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}};
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vault = new Vault("vault"){{
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@@ -10,6 +10,7 @@ import io.anuke.arc.math.Angles;
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import io.anuke.arc.math.Mathf;
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import io.anuke.arc.util.Tmp;
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import io.anuke.mindustry.entities.effect.GroundEffectEntity.GroundEffect;
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import io.anuke.mindustry.entities.units.BaseUnit;
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import io.anuke.mindustry.game.ContentList;
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import io.anuke.mindustry.graphics.Palette;
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import io.anuke.mindustry.graphics.Shapes;
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@@ -32,13 +33,27 @@ public class Fx implements ContentList{
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bigShockwave, nuclearShockwave, explosion, blockExplosion, blockExplosionSmoke, shootSmall, shootHeal, shootSmallSmoke, shootBig, shootBig2, shootBigSmoke,
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shootBigSmoke2, shootSmallFlame, shootLiquid, shellEjectSmall, shellEjectMedium,
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shellEjectBig, lancerLaserShoot, lancerLaserShootSmoke, lancerLaserCharge, lancerLaserChargeBegin, lightningCharge, lightningShoot,
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launchFull;
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launchFull, unitSpawn, spawnShockwave;
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@Override
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public void load(){
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none = new Effect(0, 0f, e -> {});
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unitSpawn = new Effect(30f, e -> {
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if(!(e.data instanceof BaseUnit)) return;
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Draw.alpha(e.fin());
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float scl = 1f + e.fout()*2f;
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BaseUnit unit = (BaseUnit)e.data;
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Draw.rect(unit.getIconRegion(), e.x, e.y,
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unit.getIconRegion().getWidth() * Draw.scl * scl, unit.getIconRegion().getWidth() * Draw.scl * scl, 180f);
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Draw.reset();
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});
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placeBlock = new Effect(16, e -> {
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Draw.color(Palette.accent);
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Lines.stroke(3f - e.fin() * 2f);
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@@ -78,10 +93,10 @@ public class Fx implements ContentList{
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Draw.reset();
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});
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spawn = new Effect(23, e -> {
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spawn = new Effect(30, e -> {
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Lines.stroke(2f * e.fout());
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Draw.color(Palette.accent);
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Lines.poly(e.x, e.y, 4, 3f + e.fin() * 8f);
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Lines.poly(e.x, e.y, 4, 5f + e.fin() * 12f);
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Draw.reset();
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});
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@@ -545,6 +560,13 @@ public class Fx implements ContentList{
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Draw.reset();
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});
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spawnShockwave = new Effect(20f, 400f, e -> {
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Draw.color(Color.WHITE, Color.LIGHT_GRAY, e.fin());
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Lines.stroke(e.fout() * 3f + 0.5f);
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Lines.poly(e.x, e.y, 60, e.fin() * 450f);
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Draw.reset();
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});
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explosion = new Effect(30, e -> {
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e.scaled(7, i -> {
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Lines.stroke(3f * i.fout());
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@@ -59,8 +59,6 @@ public class Zones implements ContentList{
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}};
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craters = new Zone("craters", new MapGenerator("craters", 1){{ distortion = 0; }}){{
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alwaysUnlocked = true;
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deployCost = ItemStack.with(Items.copper, 300);
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startingItems = ItemStack.with(Items.copper, 200);
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conditionWave = 15;
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@@ -108,7 +106,8 @@ public class Zones implements ContentList{
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}};
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}};
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frozenForest = new Zone("frozenForest", new MapGenerator("groundZero", 1)){{ //TODO implement
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frozenForest = new Zone("frozenForest", new MapGenerator("frozenForest")){{ //TODO implement
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alwaysUnlocked = true;
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deployCost = ItemStack.with(Items.copper, 300);
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startingItems = ItemStack.with(Items.copper, 200);
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conditionWave = 15;
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