Better unit selection visuals / Bigger unit physics collision circles

This commit is contained in:
Anuken
2024-11-27 12:03:42 -05:00
parent d65f226b3a
commit ec0ba9f424
11 changed files with 79 additions and 38 deletions

View File

@@ -306,7 +306,7 @@ public class Drawf{
Draw.rect(region, x, y);
Draw.color();
}
public static void shadow(TextureRegion region, float x, float y, float width, float height, float rotation){
Draw.color(Pal.shadow);
Draw.rect(region, x, y, width, height, rotation);
@@ -361,6 +361,14 @@ public class Drawf{
Draw.reset();
}
public static void poly(float x, float y, int sides, float radius, float rotation, Color color){
Lines.stroke(3f, Pal.gray);
Lines.poly(x, y, sides, radius + 1f, rotation);
Lines.stroke(1f, color);
Lines.poly(x, y, sides, radius + 1f, rotation);
Draw.reset();
}
public static void square(float x, float y, float radius, float rotation){
square(x, y, radius, rotation, Pal.accent);
}
@@ -436,7 +444,7 @@ public class Drawf{
public static void construct(float x, float y, TextureRegion region, float rotation, float progress, float alpha, float time){
construct(x, y, region, Pal.accent, rotation, progress, alpha, time);
}
public static void construct(float x, float y, TextureRegion region, Color color, float rotation, float progress, float alpha, float time){
Shaders.build.region = region;
Shaders.build.progress = progress;
@@ -458,7 +466,7 @@ public class Drawf{
public static void construct(Building t, TextureRegion region, Color color, float rotation, float progress, float alpha, float time){
construct(t, region, color, rotation, progress, alpha, time, t.block.size * tilesize - 4f);
}
public static void construct(Building t, TextureRegion region, Color color, float rotation, float progress, float alpha, float time, float size){
Shaders.build.region = region;
Shaders.build.progress = progress;
@@ -477,7 +485,7 @@ public class Drawf{
Draw.reset();
}
/** Draws a sprite that should be light-wise correct, when rotated. Provided sprite must be symmetrical in shape. */
public static void spinSprite(TextureRegion region, float x, float y, float r){
float a = Draw.getColorAlpha();

View File

@@ -151,6 +151,7 @@ public class OverlayRenderer{
}
input.drawTop();
input.drawUnitSelection();
buildFade = Mathf.lerpDelta(buildFade, input.isPlacing() || input.isUsingSchematic() ? 1f : 0f, 0.06f);