Fixed low-FPS continuous bullets
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@@ -14,7 +14,7 @@ public class ContinuousLaserBulletType extends ContinuousBulletType{
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public float lightStroke = 40f;
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public int divisions = 11;
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public Color[] colors = {Color.valueOf("ec745855"), Color.valueOf("ec7458aa"), Color.valueOf("ff9c5a"), Color.white};
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public float strokeFrom = 2f, strokeTo = 0.5f;
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public float strokeFrom = 2f, strokeTo = 0.5f, pointyScaling = 0.75f;
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public float backLength = 7f, frontLength = 35f;
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public float width = 9f, oscScl = 0.8f, oscMag = 1.5f;
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@@ -52,7 +52,7 @@ public class ContinuousLaserBulletType extends ContinuousBulletType{
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float colorFin = i / (float)(colors.length - 1);
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float baseStroke = Mathf.lerp(strokeFrom, strokeTo, colorFin);
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float stroke = (width + Mathf.absin(Time.time, oscScl, oscMag)) * fout * baseStroke;
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float ellipseLenScl = Mathf.lerp(1 - i / (float)(colors.length), 1f, 0.75f);
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float ellipseLenScl = Mathf.lerp(1 - i / (float)(colors.length), 1f, pointyScaling);
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Lines.stroke(stroke);
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Lines.lineAngle(b.x, b.y, rot, length - frontLength, false);
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@@ -25,7 +25,7 @@ import static mindustry.Vars.*;
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abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Drawc, Shielderc, Ownerc, Velc, Bulletc, Timerc{
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@Import Team team;
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@Import Entityc owner;
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@Import float x, y, damage, lastX, lastY;
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@Import float x, y, damage, lastX, lastY, time, lifetime;
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@Import Vec2 vel;
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IntSeq collided = new IntSeq(6);
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@@ -37,6 +37,8 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
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@ReadOnly
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private float rotation;
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//setting this variable to true prevents lifetime from decreasing for a frame.
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transient boolean keepAlive;
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transient @Nullable Tile aimTile;
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transient float originX, originY;
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transient @Nullable Mover mover;
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@@ -140,6 +142,11 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
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hit = true;
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remove();
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}
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if(keepAlive){
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time -= Time.delta;
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keepAlive = false;
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}
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}
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public void moveRelative(float x, float y){
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@@ -82,6 +82,7 @@ public class ContinuousTurret extends Turret{
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if(isShooting() && hasAmmo()){
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entry.bullet.time = entry.bullet.lifetime * entry.bullet.type.optimalLifeFract * shootWarmup;
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entry.bullet.keepAlive = true;
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}
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}
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@@ -60,6 +60,7 @@ public class LaserTurret extends PowerTurret{
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entry.bullet.rotation(angle);
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entry.bullet.set(bulletX, bulletY);
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entry.bullet.time = entry.bullet.type.lifetime * entry.bullet.type.optimalLifeFract;
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entry.bullet.keepAlive = true;
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entry.life -= Time.delta / Math.max(efficiency, 0.00001f);
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}
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