Added TeslaOrb entity and implemented tesla turrets
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@@ -108,6 +108,17 @@ public abstract class BulletType extends BaseBulletType<Bullet>{
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Draw.reset();
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}
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},
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plasmaflame = new BulletType(0.8f, 15){
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{
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lifetime = 65f;
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}
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public void draw(Bullet b){
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Draw.color(Color.valueOf("c2efd7"), Color.valueOf("72deaf"), b.time/lifetime);
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float size = 7f-b.time/lifetime*6f;
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Draw.rect("circle", b.x, b.y, size, size);
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Draw.reset();
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}
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},
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flameshot = new BulletType(0.5f, 3){
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public void draw(Bullet b){
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Draw.color(Color.ORANGE, Color.SCARLET, b.time/lifetime);
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@@ -8,6 +8,7 @@ import com.badlogic.gdx.math.Vector2;
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import io.anuke.mindustry.Vars;
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import io.anuke.mindustry.resource.Recipe;
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import io.anuke.mindustry.resource.Weapon;
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import io.anuke.ucore.core.*;
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import io.anuke.ucore.entities.DestructibleEntity;
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import io.anuke.ucore.util.Angles;
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@@ -0,0 +1,5 @@
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package io.anuke.mindustry.entities;
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public enum StatusEffect{
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none;
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}
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@@ -1,99 +0,0 @@
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package io.anuke.mindustry.entities;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Vector2;
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import io.anuke.mindustry.resource.Item;
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import io.anuke.mindustry.resource.ItemStack;
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import io.anuke.ucore.core.Effects;
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import io.anuke.ucore.entities.Entity;
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import io.anuke.ucore.util.Angles;
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import io.anuke.ucore.util.Mathf;
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public enum Weapon{
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blaster(15, BulletType.shot, "Shoots a slow, weak bullet."){
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{
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unlocked = true;
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}
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@Override
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public void shoot(Player p){
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super.shoot(p);
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Effects.effect("shoot3", p.x + vector.x, p.y+vector.y);
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}
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},
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trishot(13, BulletType.shot, "Shoots 3 bullets in a spread.", stack(Item.iron, 40)){
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@Override
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public void shoot(Player p){
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float ang = mouseAngle(p);
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float space = 12;
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bullet(p, p.x, p.y, ang);
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bullet(p, p.x, p.y, ang+space);
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bullet(p, p.x, p.y, ang-space);
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Effects.effect("shoot", p.x + vector.x, p.y+vector.y);
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}
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},
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multigun(6, BulletType.shot2, "Shoots inaccurate bullets with a high\nrate of fire.", stack(Item.iron, 60), stack(Item.steel, 20)){
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@Override
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public void shoot(Player p){
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float ang = mouseAngle(p);
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MathUtils.random.setSeed(Gdx.graphics.getFrameId());
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bullet(p, p.x, p.y, ang + Mathf.range(8));
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Effects.effect("shoot2", p.x + vector.x, p.y+vector.y);
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}
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},
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flamethrower(5, BulletType.flame, "Shoots a stream of fire.", stack(Item.steel, 60), stack(Item.coal, 60)){
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{
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shootsound = "flame2";
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}
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@Override
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public void shoot(Player p){
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float ang = mouseAngle(p);
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//????
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MathUtils.random.setSeed(Gdx.graphics.getFrameId());
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bullet(p, p.x, p.y, ang + Mathf.range(12));
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}
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};
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float reload;
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BulletType type;
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public String shootsound = "shoot";
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public boolean unlocked;
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public ItemStack[] requirements;
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public String description = "no desc for you";
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Vector2 vector = new Vector2();
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private Weapon(float reload, BulletType type, String desc, ItemStack... requirements){
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this.reload = reload;
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this.type = type;
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this.requirements = requirements;
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this.description = desc;
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}
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public void shoot(Player p){
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bullet(p, p.x, p.y, mouseAngle(p));
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}
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float mouseAngle(Entity owner){
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return Angles.mouseAngle(owner.x, owner.y);
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}
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void bullet(Entity owner, float x, float y, float angle){
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vector.set(3, 0).rotate(mouseAngle(owner));
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new Bullet(type, owner, x+vector.x, y+vector.y, angle).add();
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}
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private static ItemStack stack(Item item, int amount){
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return new ItemStack(item, amount);
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}
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}
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@@ -0,0 +1,127 @@
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package io.anuke.mindustry.entities.effect;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.ObjectSet;
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import io.anuke.mindustry.entities.enemies.Enemy;
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import io.anuke.ucore.core.Draw;
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import io.anuke.ucore.core.Effects;
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import io.anuke.ucore.core.Timers;
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import io.anuke.ucore.entities.Entities;
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import io.anuke.ucore.entities.Entity;
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import io.anuke.ucore.entities.SolidEntity;
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import io.anuke.ucore.util.Mathf;
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import io.anuke.ucore.util.Tmp;
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public class TeslaOrb extends Entity{
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private Array<Vector2> points = new Array<>();
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private ObjectSet<Enemy> hit = new ObjectSet<>();
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private int damage = 0;
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private float range = 0;
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private float lifetime = 30f;
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private float life = 0f;
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public TeslaOrb(float x, float y, float range, int damage){
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set(x, y);
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this.damage = damage;
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this.range = range;
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}
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void shock(){
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float stopchance = 0.1f;
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float curx = x, cury = y;
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float shake = 3f;
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outer:
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while(true){
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if(Mathf.chance(stopchance)){
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break;
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}
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Array<SolidEntity> enemies = Entities.getNearby(curx, cury, range);
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for(SolidEntity entity : enemies){
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if(entity instanceof Enemy && entity.distanceTo(curx, cury) < range
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&& !hit.contains((Enemy)entity)){
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hit.add((Enemy)entity);
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points.add(new Vector2(entity.x + Mathf.range(shake), entity.y + Mathf.range(shake)));
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damageEnemy((Enemy)entity);
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curx = entity.x;
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cury = entity.y;
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continue outer;
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}
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}
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break;
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}
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if(points.size == 0){
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remove();
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}
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}
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void damageEnemy(Enemy enemy){
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//TODO
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enemy.damage(damage);
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Effects.effect("laserhit", enemy.x + Mathf.range(2f), enemy.y + Mathf.range(2f));
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}
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@Override
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public void update(){
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life += Timers.delta();
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if(life >= lifetime){
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remove();
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}
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}
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@Override
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public void drawOver(){
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if(points.size == 0) return;
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float range = 1f;
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Vector2 previous = Tmp.v1.set(x, y);
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for(Vector2 enemy : points){
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float x1 = previous.x + Mathf.range(range),
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y1 = previous.y + Mathf.range(range),
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x2 = enemy.x + Mathf.range(range),
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y2 = enemy.y + Mathf.range(range);
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Draw.color(Color.WHITE);
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Draw.alpha(1f-life/lifetime);
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Draw.thick(3f - life/lifetime*2f);
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Draw.line(x1, y1, x2, y2);
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float rad = 7f - life/lifetime*5f;
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Draw.rect("circle", x2, y2, rad, rad);
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if(previous.epsilonEquals(x, y, 0.001f)){
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Draw.rect("circle", x, y, rad, rad);
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}
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//Draw.color(Color.WHITE);
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//Draw.thick(2f - life/lifetime*2f);
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//Draw.line(x1, y1, x2, y2);
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Draw.reset();
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previous = enemy;
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}
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}
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@Override
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public void added(){
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Timers.run(1f, ()->{
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shock();
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});
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}
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}
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@@ -4,9 +4,7 @@ import com.badlogic.gdx.math.Vector2;
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import io.anuke.mindustry.Vars;
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import io.anuke.mindustry.ai.Pathfind;
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import io.anuke.mindustry.entities.Bullet;
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import io.anuke.mindustry.entities.BulletType;
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import io.anuke.mindustry.entities.Player;
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import io.anuke.mindustry.entities.*;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.mindustry.world.World;
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import io.anuke.ucore.core.Draw;
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@@ -30,6 +28,7 @@ public class Enemy extends DestructibleEntity{
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public Vector2 direction = new Vector2();
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public float xvelocity, yvelocity;
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public Entity target;
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public StatusEffect effect = StatusEffect.none;
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public Enemy(int spawn){
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