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https://github.com/Anuken/Mindustry.git
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Turret pattern rewrite
This commit is contained in:
parent
c3e9a961c5
commit
45f27eaeec
17 changed files with 239 additions and 240 deletions
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@ -8,6 +8,7 @@ import mindustry.entities.*;
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import mindustry.entities.bullet.*;
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import mindustry.entities.effect.*;
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import mindustry.entities.part.*;
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import mindustry.entities.pattern.*;
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import mindustry.gen.*;
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import mindustry.graphics.*;
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import mindustry.type.*;
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@ -2725,9 +2726,11 @@ public class Blocks{
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Items.silicon, Bullets.standardHoming
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);
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spread = 4f;
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shots = 2;
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alternate = true;
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shoot = new ShootAlternate(){{
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spread = 3.5f;
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}};
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shootY = 3f;
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reloadTime = 20f;
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restitution = 0.03f;
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range = 110;
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@ -2751,10 +2754,11 @@ public class Blocks{
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reloadTime = 18f;
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range = 220f;
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size = 2;
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burstSpacing = 5f;
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shots = 2;
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targetGround = false;
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shoot.shotDelay = 5f;
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shoot.shots = 2;
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recoilAmount = 2f;
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rotateSpeed = 15f;
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inaccuracy = 17f;
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@ -2828,17 +2832,15 @@ public class Blocks{
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lancer = new PowerTurret("lancer"){{
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requirements(Category.turret, with(Items.copper, 60, Items.lead, 70, Items.silicon, 50));
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range = 165f;
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chargeTime = 40f;
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chargeMaxDelay = 30f;
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chargeEffects = 7;
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shoot.firstShotDelay = 40f;
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recoilAmount = 2f;
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reloadTime = 80f;
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cooldown = 0.03f;
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shootShake = 2f;
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shootEffect = Fx.lancerLaserShoot;
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smokeEffect = Fx.none;
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chargeEffect = Fx.lancerLaserCharge;
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chargeBeginEffect = Fx.lancerLaserChargeBegin;
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heatColor = Color.red;
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size = 2;
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scaledHealth = 280;
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@ -2850,6 +2852,9 @@ public class Blocks{
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shootType = new LaserBulletType(140){{
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colors = new Color[]{Pal.lancerLaser.cpy().a(0.4f), Pal.lancerLaser, Color.white};
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//TODO merge
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chargeEffect = new MultiEffect(Fx.lancerLaserCharge, Fx.lancerLaserChargeBegin);
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hitEffect = Fx.hitLancer;
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hitSize = 4;
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lifetime = 16f;
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@ -2905,12 +2910,16 @@ public class Blocks{
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Items.pyratite, Bullets.missileIncendiary,
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Items.surgeAlloy, Bullets.missileSurge
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);
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shoot = new ShootAlternate(){{
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shots = 4;
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spread = 3.5f;
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shotDelay = 5f;
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}};
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reloadTime = 30f;
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shots = 4;
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burstSpacing = 5;
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inaccuracy = 10f;
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range = 240f;
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xRand = 6f;
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size = 2;
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scaledHealth = 300;
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shootSound = Sounds.missile;
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@ -2938,9 +2947,9 @@ public class Blocks{
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cooldown = 0.03f;
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recoilAmount = 3f;
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shootShake = 1f;
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burstSpacing = 3f;
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spread = 0f;
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shots = 4;
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shoot.shots = 4;
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shoot.shotDelay = 3f;
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ammoUseEffect = Fx.casing2;
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scaledHealth = 240;
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shootSound = Sounds.shootBig;
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@ -2973,7 +2982,7 @@ public class Blocks{
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);
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size = 3;
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reloadTime = 3f;
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shots = 2;
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shoot.shots = 2;
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velocityInaccuracy = 0.1f;
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inaccuracy = 4f;
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recoilAmount = 1f;
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@ -2993,8 +3002,12 @@ public class Blocks{
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shootShake = 4f;
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range = 90f;
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recoilAmount = 5f;
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shots = 3;
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spread = 20f;
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shoot = new ShootSpread(){{
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shots = 3;
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spread = 20f;
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}};
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restitution = 0.1f;
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shootCone = 30;
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size = 3;
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@ -3036,7 +3049,7 @@ public class Blocks{
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targetAir = false;
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size = 3;
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shots = 4;
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shoot.shots = 4;
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inaccuracy = 12f;
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reloadTime = 60f;
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ammoEjectBack = 5f;
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@ -3063,7 +3076,14 @@ public class Blocks{
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Items.plastanium, Bullets.fragPlastic,
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Items.surgeAlloy, Bullets.fragSurge
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);
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xRand = 4f;
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shootY = 8.75f;
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shoot = new ShootBarrel(){{
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barrels = new float[]{
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0f, 1f, 0f,
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3f, 0f, 0f,
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-3f, 0f, 0f,
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};
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}};
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reloadTime = 8f;
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range = 200f;
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size = 3;
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@ -3107,7 +3127,6 @@ public class Blocks{
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restitution = 0.009f;
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cooldown = 0.009f;
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shootShake = 4f;
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shots = 1;
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size = 4;
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shootCone = 2f;
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shootSound = Sounds.railgun;
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@ -3135,10 +3154,10 @@ public class Blocks{
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range = 260f;
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inaccuracy = 3f;
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recoilAmount = 3f;
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spread = 8f;
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alternate = true;
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shoot = new ShootAlternate(){{
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spread = 8f;
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}};
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shootShake = 2f;
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shots = 2;
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size = 4;
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shootCone = 24f;
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shootSound = Sounds.shootBig;
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@ -3165,6 +3184,11 @@ public class Blocks{
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loopSoundVolume = 2f;
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envEnabled |= Env.space;
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shoot = new ShootSpread(){{
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shots = 3;
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spread = 10f;
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}};
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shootType = new ContinuousLaserBulletType(78){{
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length = 200f;
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hitEffect = Fx.hitMeltdown;
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@ -3227,7 +3251,7 @@ public class Blocks{
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shootShake = 1f;
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ammoPerShot = 5;
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draw = new DrawTurret("reinforced-");
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shootLength = -2;
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shootY = -2;
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outlineColor = Pal.darkOutline;
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size = 3;
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envEnabled |= Env.space;
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@ -3287,13 +3311,13 @@ public class Blocks{
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liquidConsumed = 4f / 60f;
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range = 130f;
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float r = range = 130f;
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//TODO balance, set up, where is liquid/sec displayed? status effects maybe?
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ammo(
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Liquids.ozone, new ContinuousFlameBulletType(){{
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damage = 90f;
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length = range;
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length = r;
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knockback = 1f;
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colors = new Color[]{Color.valueOf("eb7abe").a(0.55f), Color.valueOf("e189f5").a(0.7f), Color.valueOf("907ef7").a(0.8f), Color.valueOf("91a4ff"), Color.white};
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@ -3301,7 +3325,7 @@ public class Blocks{
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Liquids.cyanogen, new ContinuousFlameBulletType(){{
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damage = 200f;
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rangeChange = 70f;
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length = range + rangeChange;
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length = r + rangeChange;
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knockback = 2f;
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colors = new Color[]{Color.valueOf("465ab8").a(0.55f), Color.valueOf("66a6d2").a(0.7f), Color.valueOf("89e8b6").a(0.8f), Color.valueOf("cafcbe"), Color.white};
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@ -3312,7 +3336,7 @@ public class Blocks{
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);
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scaledHealth = 330;
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shootLength = 7f;
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shootY = 7f;
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size = 3;
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}};
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@ -3359,7 +3383,7 @@ public class Blocks{
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shootShake = 4f;
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recoilAmount = 1f;
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reloadTime = 60f * 2.3f;
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shootLength = 7f;
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shootY = 7f;
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rotateSpeed = 1.4f;
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minWarmup = 0.85f;
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shootWarmupSpeed = 0.07f;
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@ -3432,7 +3456,7 @@ public class Blocks{
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reloadTime = 9f;
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shootLength = 15f;
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shootY = 15f;
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rotateSpeed = 5f;
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shootCone = 30f;
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@ -3469,11 +3493,14 @@ public class Blocks{
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}};
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unitFilter = u -> !u.spawnedByCore;
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shots = 4;
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alternate = true;
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widthSpread = true;
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shoot = new ShootAlternate(){{
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spread = 4.7f;
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shots = 4;
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barrels = 4;
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}};
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targetGround = false;
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spread = 4.7f;
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inaccuracy = 8f;
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restitution = 0.11f;
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@ -1820,7 +1820,7 @@ public class Fx{
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lancerLaserCharge = new Effect(38f, e -> {
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color(Pal.lancerLaser);
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randLenVectors(e.id, 2, 1f + 20f * e.fout(), e.rotation, 120f, (x, y) -> {
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randLenVectors(e.id, 14, 1f + 20f * e.fout(), e.rotation, 120f, (x, y) -> {
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lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), e.fslope() * 3f + 1f);
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});
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}),
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@ -874,7 +874,7 @@ public class UnitTypes{
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shadow = 12f;
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recoil = 3f;
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shoot = new SpreadPattern(){{
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shoot = new ShootSpread(){{
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shots = 2;
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spread = 17f;
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}};
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@ -1695,7 +1695,7 @@ public class UnitTypes{
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shake = 1f;
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shootSound = Sounds.missile;
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shoot = new AlternatePattern(){{
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shoot = new ShootAlternate(){{
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shots = 6;
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shotDelay = 1.5f;
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spread = 4f;
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@ -2406,7 +2406,7 @@ public class UnitTypes{
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reload = 15f;
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x = 1f;
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y = 2f;
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shoot = new SpreadPattern(){{
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shoot = new ShootSpread(){{
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shots = 2;
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shotDelay = 3f;
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spread = 2f;
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@ -2484,8 +2484,8 @@ public class UnitTypes{
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weapons.add(new Weapon("locus-weapon"){{
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layerOffset = 0.0001f;
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reload = 70f;
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shootY = 8f;
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reload = 30f;
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shootY = 9.3f;
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recoil = 1f;
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rotate = true;
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rotateSpeed = 1.4f;
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@ -2495,8 +2495,9 @@ public class UnitTypes{
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heatColor = Color.valueOf("f9350f");
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cooldownTime = 30f;
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//TODO alternating double pattern
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shoot.shots = 2;
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shoot = new ShootAlternate(){{
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spread = 3.5f;
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}};
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bullet = new BasicBulletType(5f, 50){{
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sprite = "missile-large";
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@ -25,6 +25,7 @@ public class LiquidBulletType extends BulletType{
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if(liquid != null){
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this.liquid = liquid;
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this.status = liquid.effect;
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hitColor = liquid.color;
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lightColor = liquid.lightColor;
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lightOpacity = liquid.lightColor.a;
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}
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@ -1,6 +1,6 @@
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package mindustry.entities.pattern;
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public class AlternatePattern extends ShotPattern{
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public class ShootAlternate extends ShootPattern{
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/** number of barrels used for shooting. */
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public int barrels = 2;
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/** spread between barrels, in world units - not degrees. */
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16
core/src/mindustry/entities/pattern/ShootBarrel.java
Normal file
16
core/src/mindustry/entities/pattern/ShootBarrel.java
Normal file
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@ -0,0 +1,16 @@
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package mindustry.entities.pattern;
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public class ShootBarrel extends ShootPattern{
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/** barrels [in x, y, rotation] format. */
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public float[] barrels = {0f, 0f, 0f};
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/** offset of barrel to start on */
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public int barrelOffset = 0;
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@Override
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public void shoot(int totalShots, BulletHandler handler){
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for(int i = 0; i < shots; i++){
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int index = ((i + totalShots + barrelOffset) % (barrels.length / 3)) * 3;
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handler.shoot(barrels[index], barrels[index + 1], barrels[index + 2], firstShotDelay + shotDelay * i);
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}
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}
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}
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@ -1,15 +1,15 @@
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package mindustry.entities.pattern;
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public class MultiPattern extends ShotPattern{
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public ShotPattern source;
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public ShotPattern[] dest = {};
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public class ShootMulti extends ShootPattern{
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public ShootPattern source;
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public ShootPattern[] dest = {};
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public MultiPattern(ShotPattern source, ShotPattern... dest){
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public ShootMulti(ShootPattern source, ShootPattern... dest){
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this.source = source;
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this.dest = dest;
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}
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public MultiPattern(){
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public ShootMulti(){
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}
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@Override
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@ -1,7 +1,7 @@
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package mindustry.entities.pattern;
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/** Handles different types of bullet patterns for shooting. */
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public class ShotPattern{
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public class ShootPattern{
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/** amount of shots per "trigger pull" */
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public int shots = 1;
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/** delay in ticks before first shot */
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@ -2,18 +2,18 @@ package mindustry.entities.pattern;
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import arc.math.*;
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public class SinePattern extends ShotPattern{
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public class ShootSine extends ShootPattern{
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/** scaling applied to bullet index */
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public float scl = 4f;
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/** magnitude of sine curve for position displacement */
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public float mag = 20f;
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public SinePattern(float scl, float mag){
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public ShootSine(float scl, float mag){
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this.scl = scl;
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this.mag = mag;
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}
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public SinePattern(){
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public ShootSine(){
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}
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@Override
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@ -1,6 +1,6 @@
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package mindustry.entities.pattern;
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public class SpreadPattern extends ShotPattern{
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public class ShootSpread extends ShootPattern{
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/** spread between bullets, in degrees. */
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public float spread = 5f;
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@ -64,12 +64,13 @@ public class ClassMap{
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classes.put("SeqEffect", mindustry.entities.effect.SeqEffect.class);
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classes.put("WaveEffect", mindustry.entities.effect.WaveEffect.class);
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classes.put("WrapEffect", mindustry.entities.effect.WrapEffect.class);
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classes.put("AlternatePattern", mindustry.entities.pattern.AlternatePattern.class);
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classes.put("MultiPattern", mindustry.entities.pattern.MultiPattern.class);
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classes.put("ShotPattern", mindustry.entities.pattern.ShotPattern.class);
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classes.put("BulletHandler", mindustry.entities.pattern.ShotPattern.BulletHandler.class);
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classes.put("SinePattern", mindustry.entities.pattern.SinePattern.class);
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classes.put("SpreadPattern", mindustry.entities.pattern.SpreadPattern.class);
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classes.put("ShootAlternate", mindustry.entities.pattern.ShootAlternate.class);
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classes.put("ShootBarrel", mindustry.entities.pattern.ShootBarrel.class);
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classes.put("ShootMulti", mindustry.entities.pattern.ShootMulti.class);
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classes.put("ShootPattern", mindustry.entities.pattern.ShootPattern.class);
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classes.put("BulletHandler", mindustry.entities.pattern.ShootPattern.BulletHandler.class);
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classes.put("ShootSine", mindustry.entities.pattern.ShootSine.class);
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classes.put("ShootSpread", mindustry.entities.pattern.ShootSpread.class);
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classes.put("Objectives", mindustry.game.Objectives.class);
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classes.put("Objective", mindustry.game.Objectives.Objective.class);
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classes.put("OnPlanet", mindustry.game.Objectives.OnPlanet.class);
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@ -175,6 +176,7 @@ public class ClassMap{
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classes.put("TractorBeamBuild", mindustry.world.blocks.defense.turrets.TractorBeamTurret.TractorBeamBuild.class);
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classes.put("Turret", mindustry.world.blocks.defense.turrets.Turret.class);
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classes.put("AmmoEntry", mindustry.world.blocks.defense.turrets.Turret.AmmoEntry.class);
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classes.put("BulletEntry", mindustry.world.blocks.defense.turrets.Turret.BulletEntry.class);
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classes.put("TurretBuild", mindustry.world.blocks.defense.turrets.Turret.TurretBuild.class);
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classes.put("ArmoredConveyor", mindustry.world.blocks.distribution.ArmoredConveyor.class);
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classes.put("ArmoredConveyorBuild", mindustry.world.blocks.distribution.ArmoredConveyor.ArmoredConveyorBuild.class);
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|
|
@ -137,8 +137,8 @@ public class ContentParser{
|
|||
readFields(result, data);
|
||||
return result;
|
||||
});
|
||||
put(ShotPattern.class, (type, data) -> {
|
||||
var bc = resolve(data.getString("type", ""), ShotPattern.class);
|
||||
put(ShootPattern.class, (type, data) -> {
|
||||
var bc = resolve(data.getString("type", ""), ShootPattern.class);
|
||||
data.remove("type");
|
||||
var result = make(bc);
|
||||
readFields(result, data);
|
||||
|
|
|
|||
|
|
@ -70,7 +70,7 @@ public class Weapon implements Cloneable{
|
|||
/** offsets of weapon position on unit */
|
||||
public float x = 5f, y = 0f;
|
||||
/** pattern used for bullets */
|
||||
public ShotPattern shoot = new ShotPattern();
|
||||
public ShootPattern shoot = new ShootPattern();
|
||||
/** radius of shadow drawn under the weapon; <0 to disable */
|
||||
public float shadow = -1f;
|
||||
/** fraction of velocity that is random */
|
||||
|
|
@ -385,8 +385,8 @@ public class Weapon implements Cloneable{
|
|||
weaponRotation = unit.rotation - 90 + (rotate ? mount.rotation : 0),
|
||||
mountX = unit.x + Angles.trnsx(unit.rotation - 90, x, y),
|
||||
mountY = unit.y + Angles.trnsy(unit.rotation - 90, x, y),
|
||||
bulletX = mountX + Angles.trnsx(weaponRotation, this.shootX, this.shootY) + Angles.trnsx(weaponRotation, xOffset, yOffset),
|
||||
bulletY = mountY + Angles.trnsy(weaponRotation, this.shootX, this.shootY) + Angles.trnsy(weaponRotation, xOffset, yOffset),
|
||||
bulletX = mountX + Angles.trnsx(weaponRotation, this.shootX + xOffset, this.shootY + yOffset),
|
||||
bulletY = mountY + Angles.trnsy(weaponRotation, this.shootX + xOffset, this.shootY + yOffset),
|
||||
shootAngle = bulletRotation(unit, mount, bulletX, bulletY) + angleOffset,
|
||||
lifeScl = bullet.scaleVelocity ? Mathf.clamp(Mathf.dst(shootX, shootY, mount.aimX, mount.aimY) / bullet.range) : 1f;
|
||||
|
||||
|
|
|
|||
|
|
@ -6,7 +6,6 @@ import arc.util.*;
|
|||
import mindustry.content.*;
|
||||
import mindustry.entities.bullet.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.logic.*;
|
||||
import mindustry.world.consumers.*;
|
||||
import mindustry.world.meta.*;
|
||||
|
||||
|
|
@ -31,8 +30,9 @@ public class ContinuousTurret extends Turret{
|
|||
stats.remove(Stat.inaccuracy);
|
||||
}
|
||||
|
||||
//TODO LaserTurret shared code
|
||||
public class ContinuousTurretBuild extends TurretBuild{
|
||||
public @Nullable Bullet bullet;
|
||||
public Seq<BulletEntry> bullets = new Seq<>();
|
||||
|
||||
@Override
|
||||
protected void updateCooling(){
|
||||
|
|
@ -68,29 +68,27 @@ public class ContinuousTurret extends Turret{
|
|||
|
||||
unit.ammo(unit.type().ammoCapacity * ammoFract);
|
||||
|
||||
if(bullet != null){
|
||||
//check to see if bullet despawned
|
||||
if(bullet.owner != this || !bullet.isAdded() || bullet.type == null){
|
||||
bullet = null;
|
||||
}else{
|
||||
wasShooting = true;
|
||||
bullet.rotation(rotation);
|
||||
bullet.set(x + bulletOffset.x, y + bulletOffset.y);
|
||||
heat = 1f;
|
||||
recoil = recoilAmount;
|
||||
bullets.removeAll(b -> !b.bullet.isAdded() || b.bullet.type == null || b.bullet.owner != this);
|
||||
|
||||
if(bullets.any()){
|
||||
for(var entry : bullets){
|
||||
float
|
||||
bulletX = x + Angles.trnsx(rotation - 90, shootX + entry.x, shootY + entry.y),
|
||||
bulletY = y + Angles.trnsy(rotation - 90, shootX + entry.x, shootY + entry.y),
|
||||
angle = rotation + entry.rotation;
|
||||
|
||||
entry.bullet.rotation(angle);
|
||||
entry.bullet.set(bulletX, bulletY);
|
||||
|
||||
if(isShooting() && hasAmmo()){
|
||||
bullet.time = bullet.lifetime * bullet.type.optimalLifeFract * shootWarmup;
|
||||
entry.bullet.time = entry.bullet.lifetime * entry.bullet.type.optimalLifeFract * shootWarmup;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public double sense(LAccess sensor){
|
||||
//no concept of reload here
|
||||
if(sensor == LAccess.progress) return bullet == null ? 0f : 1f;
|
||||
return super.sense(sensor);
|
||||
wasShooting = true;
|
||||
heat = 1f;
|
||||
recoil = recoilAmount;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
|
|
@ -100,11 +98,11 @@ public class ContinuousTurret extends Turret{
|
|||
|
||||
@Override
|
||||
protected void updateShooting(){
|
||||
if(bullet != null){
|
||||
if(bullets.any()){
|
||||
return;
|
||||
}
|
||||
|
||||
if(canConsume() && !charging && shootWarmup >= minWarmup){
|
||||
if(canConsume() && !charging() && shootWarmup >= minWarmup){
|
||||
shoot(peekAmmo());
|
||||
}
|
||||
}
|
||||
|
|
@ -115,13 +113,15 @@ public class ContinuousTurret extends Turret{
|
|||
}
|
||||
|
||||
@Override
|
||||
protected void handleBullet(@Nullable Bullet bullet){
|
||||
this.bullet = bullet;
|
||||
protected void handleBullet(@Nullable Bullet bullet, float offsetX, float offsetY, float angleOffset){
|
||||
if(bullet != null){
|
||||
bullets.add(new BulletEntry(bullet, offsetX, offsetY, angleOffset, 0f));
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean shouldActiveSound(){
|
||||
return bullet != null;
|
||||
return bullets.any();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
package mindustry.world.blocks.defense.turrets;
|
||||
|
||||
import arc.math.*;
|
||||
import arc.struct.*;
|
||||
import arc.util.*;
|
||||
import mindustry.entities.bullet.*;
|
||||
import mindustry.gen.*;
|
||||
|
|
@ -29,8 +30,7 @@ public class LaserTurret extends PowerTurret{
|
|||
}
|
||||
|
||||
public class LaserTurretBuild extends PowerTurretBuild{
|
||||
public @Nullable Bullet bullet;
|
||||
public float bulletLife;
|
||||
public Seq<BulletEntry> bullets = new Seq<>();
|
||||
|
||||
@Override
|
||||
protected void updateCooling(){
|
||||
|
|
@ -40,28 +40,32 @@ public class LaserTurret extends PowerTurret{
|
|||
@Override
|
||||
public boolean shouldConsume(){
|
||||
//still consumes power when bullet is around
|
||||
return bullet != null || isActive();
|
||||
return bullets.any() || isActive();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void updateTile(){
|
||||
super.updateTile();
|
||||
|
||||
if(bullet != null && (!bullet.isAdded() || bullet.type == null)){
|
||||
bullet = null;
|
||||
}
|
||||
bullets.removeAll(b -> !b.bullet.isAdded() || b.bullet.type == null || b.life <= 0f || b.bullet.owner != this);
|
||||
|
||||
if(bullets.any()){
|
||||
|
||||
for(var entry : bullets){
|
||||
float
|
||||
bulletX = x + Angles.trnsx(rotation - 90, shootX + entry.x, shootY + entry.y),
|
||||
bulletY = y + Angles.trnsy(rotation - 90, shootX + entry.x, shootY + entry.y),
|
||||
angle = rotation + entry.rotation;
|
||||
|
||||
entry.bullet.rotation(angle);
|
||||
entry.bullet.set(bulletX, bulletY);
|
||||
entry.bullet.time = entry.bullet.type.lifetime * entry.bullet.type.optimalLifeFract;
|
||||
entry.life -= Time.delta / Math.max(efficiency, 0.00001f);
|
||||
}
|
||||
|
||||
if(bulletLife > 0 && bullet != null){
|
||||
wasShooting = true;
|
||||
bullet.rotation(rotation);
|
||||
bullet.set(x + bulletOffset.x, y + bulletOffset.y);
|
||||
bullet.time = bullet.type.lifetime * bullet.type.optimalLifeFract;
|
||||
heat = 1f;
|
||||
recoil = recoilAmount;
|
||||
bulletLife -= Time.delta / Math.max(efficiency, 0.00001f);
|
||||
if(bulletLife <= 0f){
|
||||
bullet = null;
|
||||
}
|
||||
}else if(reload > 0){
|
||||
wasShooting = true;
|
||||
//TODO does not handle multi liquid req?
|
||||
|
|
@ -89,11 +93,11 @@ public class LaserTurret extends PowerTurret{
|
|||
|
||||
@Override
|
||||
protected void updateShooting(){
|
||||
if(bulletLife > 0 && bullet != null){
|
||||
if(bullets.any()){
|
||||
return;
|
||||
}
|
||||
|
||||
if(reload <= 0 && efficiency > 0 && !charging && shootWarmup >= minWarmup){
|
||||
if(reload <= 0 && efficiency > 0 && !charging() && shootWarmup >= minWarmup){
|
||||
BulletType type = peekAmmo();
|
||||
|
||||
shoot(type);
|
||||
|
|
@ -104,18 +108,19 @@ public class LaserTurret extends PowerTurret{
|
|||
|
||||
@Override
|
||||
protected void turnToTarget(float targetRot){
|
||||
rotation = Angles.moveToward(rotation, targetRot, efficiency * rotateSpeed * delta() * (bulletLife > 0f ? firingMoveFract : 1f));
|
||||
rotation = Angles.moveToward(rotation, targetRot, efficiency * rotateSpeed * delta() * (bullets.any() ? firingMoveFract : 1f));
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void handleBullet(@Nullable Bullet bullet){
|
||||
this.bullet = bullet;
|
||||
bulletLife = shootDuration;
|
||||
protected void handleBullet(@Nullable Bullet bullet, float offsetX, float offsetY, float angleOffset){
|
||||
if(bullet != null){
|
||||
bullets.add(new BulletEntry(bullet, offsetX, offsetY, angleOffset, shootDuration));
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean shouldActiveSound(){
|
||||
return bulletLife > 0 && bullet != null;
|
||||
return bullets.any();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -114,7 +114,6 @@ public class PayloadTurret extends Turret{
|
|||
|
||||
@Override
|
||||
public BulletType useAmmo(){
|
||||
ejectEffects();
|
||||
for(var block : ammoKeys){
|
||||
if(payloads.contains(block)){
|
||||
payloads.remove(block);
|
||||
|
|
|
|||
|
|
@ -15,6 +15,7 @@ import mindustry.core.*;
|
|||
import mindustry.entities.*;
|
||||
import mindustry.entities.Units.*;
|
||||
import mindustry.entities.bullet.*;
|
||||
import mindustry.entities.pattern.*;
|
||||
import mindustry.game.EventType.*;
|
||||
import mindustry.game.*;
|
||||
import mindustry.gen.*;
|
||||
|
|
@ -40,10 +41,8 @@ public class Turret extends ReloadTurret{
|
|||
public Effect smokeEffect = Fx.none;
|
||||
public Effect ammoUseEffect = Fx.none;
|
||||
public Sound shootSound = Sounds.shoot;
|
||||
|
||||
public Effect chargeEffect = Fx.none;
|
||||
public Effect chargeBeginEffect = Fx.none;
|
||||
public Sound chargeSound = Sounds.none;
|
||||
public float soundPitchMin = 0.9f, soundPitchMax = 1.1f;
|
||||
|
||||
//visuals
|
||||
public float ammoEjectBack = 1f;
|
||||
|
|
@ -60,44 +59,24 @@ public class Turret extends ReloadTurret{
|
|||
public float heatRequirement = -1f;
|
||||
public float maxHeatEfficiency = 3f;
|
||||
|
||||
//TODO all the fields below should be deprecated and moved into a ShootPattern class or similar
|
||||
//TODO ...however, it would be nice to unify the weapon and turret systems into one.
|
||||
//TODO clean all of this up + weapon consistency
|
||||
|
||||
// below
|
||||
/** Bullet angle randomness in degrees. */
|
||||
public float inaccuracy = 0f;
|
||||
/** Fraction of bullet velocity that is random. */
|
||||
public float velocityInaccuracy = 0f;
|
||||
/** Number of bullets fired per volley. */
|
||||
public int shots = 1;
|
||||
/**
|
||||
* Spread between bullets in degrees.
|
||||
* For some dumb reason, this is also used for the "alternation width", and it's too late to change anything.
|
||||
* */
|
||||
public float spread = 4f;
|
||||
/** Maximum angle difference in degrees at which turret will still try to shoot. */
|
||||
public float shootCone = 8f;
|
||||
/** Length of turret shoot point. */
|
||||
public float shootLength = Float.NEGATIVE_INFINITY;
|
||||
/** Random spread of projectile across width. This looks stupid. */
|
||||
public float xRand = 0f;
|
||||
/** Turret shoot point. */
|
||||
public float shootX = 0f, shootY = Float.NEGATIVE_INFINITY;
|
||||
/** Currently used for artillery only. */
|
||||
public float minRange = 0f;
|
||||
/** Minimum warmup needed to fire. */
|
||||
public float minWarmup = 0f;
|
||||
/** Ticks between shots if shots > 1. */
|
||||
public float burstSpacing = 0;
|
||||
/** An inflexible and terrible idea. */
|
||||
public boolean alternate = false, widthSpread = false;
|
||||
/** If true, this turret will accurately target moving targets with respect to charge time. */
|
||||
public boolean accurateDelay = false;
|
||||
|
||||
//charging
|
||||
public float chargeTime = -1f;
|
||||
public int chargeEffects = 5;
|
||||
public float chargeMaxDelay = 10f;
|
||||
|
||||
//see above
|
||||
/** pattern used for bullets */
|
||||
public ShootPattern shoot = new ShootPattern();
|
||||
|
||||
public boolean targetAir = true;
|
||||
public boolean targetGround = true;
|
||||
|
|
@ -126,7 +105,7 @@ public class Turret extends ReloadTurret{
|
|||
super.setStats();
|
||||
|
||||
stats.add(Stat.inaccuracy, (int)inaccuracy, StatUnit.degrees);
|
||||
stats.add(Stat.reload, 60f / (reloadTime) * (alternate ? 1 : shots), StatUnit.perSecond);
|
||||
stats.add(Stat.reload, 60f / (reloadTime) * shoot.shots, StatUnit.perSecond);
|
||||
stats.add(Stat.targetsAir, targetAir);
|
||||
stats.add(Stat.targetsGround, targetGround);
|
||||
if(ammoPerShot != 1) stats.add(Stat.ammoUse, ammoPerShot, StatUnit.perShot);
|
||||
|
|
@ -148,7 +127,7 @@ public class Turret extends ReloadTurret{
|
|||
|
||||
@Override
|
||||
public void init(){
|
||||
if(shootLength == Float.NEGATIVE_INFINITY) shootLength = size * tilesize / 2f;
|
||||
if(shootY == Float.NEGATIVE_INFINITY) shootY = size * tilesize / 2f;
|
||||
if(elevation < 0) elevation = size / 2f;
|
||||
|
||||
super.init();
|
||||
|
|
@ -181,26 +160,25 @@ public class Turret extends ReloadTurret{
|
|||
//TODO storing these as instance variables is horrible design
|
||||
/** Turret sprite offset, based on recoil. Updated every frame. */
|
||||
public Vec2 recoilOffset = new Vec2();
|
||||
/** Turret bullet position offset. Updated every frame. */
|
||||
public Vec2 bulletOffset = new Vec2();
|
||||
|
||||
public Seq<AmmoEntry> ammo = new Seq<>();
|
||||
public int totalAmmo;
|
||||
public float recoil, heat, logicControlTime = -1;
|
||||
public float shootWarmup;
|
||||
public int shotCounter;
|
||||
public int totalShots;
|
||||
public boolean logicShooting = false;
|
||||
public @Nullable Posc target;
|
||||
public Vec2 targetPos = new Vec2();
|
||||
public BlockUnitc unit = (BlockUnitc)UnitTypes.block.create(team);
|
||||
public boolean wasShooting, charging;
|
||||
public boolean wasShooting;
|
||||
public int queuedBullets = 0;
|
||||
|
||||
public float heatReq;
|
||||
public float[] sideHeat = new float[4];
|
||||
|
||||
public float estimateDps(){
|
||||
if(!hasAmmo()) return 0f;
|
||||
return shots / reloadTime * 60f * peekAmmo().estimateDPS() * efficiency * timeScale;
|
||||
return shoot.shots / reloadTime * 60f * peekAmmo().estimateDPS() * efficiency * timeScale;
|
||||
}
|
||||
|
||||
@Override
|
||||
|
|
@ -303,7 +281,7 @@ public class Turret extends ReloadTurret{
|
|||
|
||||
//when delay is accurate, assume unit has moved by chargeTime already
|
||||
if(accurateDelay && pos instanceof Hitboxc h){
|
||||
offset.set(h.deltaX(), h.deltaY()).scl(chargeTime / Time.delta);
|
||||
offset.set(h.deltaX(), h.deltaY()).scl(shoot.firstShotDelay / Time.delta);
|
||||
}
|
||||
|
||||
targetPos.set(Predict.intercept(this, pos, offset.x, offset.y, bullet.speed <= 0.01f ? 99999999f : bullet.speed));
|
||||
|
|
@ -339,7 +317,6 @@ public class Turret extends ReloadTurret{
|
|||
unit.rotation(rotation);
|
||||
unit.team(team);
|
||||
recoilOffset.trns(rotation, -recoil);
|
||||
bulletOffset.trns(rotation, shootLength);
|
||||
|
||||
if(logicControlTime > 0){
|
||||
logicControlTime -= Time.delta;
|
||||
|
|
@ -427,7 +404,7 @@ public class Turret extends ReloadTurret{
|
|||
}
|
||||
|
||||
public boolean shouldTurn(){
|
||||
return !charging;
|
||||
return !charging();
|
||||
}
|
||||
|
||||
@Override
|
||||
|
|
@ -446,13 +423,12 @@ public class Turret extends ReloadTurret{
|
|||
if(entry.amount <= 0) ammo.pop();
|
||||
totalAmmo -= ammoPerShot;
|
||||
totalAmmo = Math.max(totalAmmo, 0);
|
||||
ejectEffects();
|
||||
return entry.type();
|
||||
}
|
||||
|
||||
/** @return the ammo type that will be returned if useAmmo is called. */
|
||||
public BulletType peekAmmo(){
|
||||
return ammo.peek().type();
|
||||
public @Nullable BulletType peekAmmo(){
|
||||
return ammo.size == 0 ? null : ammo.peek().type();
|
||||
}
|
||||
|
||||
/** @return whether the turret has ammo. */
|
||||
|
|
@ -467,6 +443,10 @@ public class Turret extends ReloadTurret{
|
|||
return ammo.size > 0 && ammo.peek().amount >= ammoPerShot;
|
||||
}
|
||||
|
||||
public boolean charging(){
|
||||
return queuedBullets > 0;
|
||||
}
|
||||
|
||||
protected void updateReload(){
|
||||
float multiplier = hasAmmo() ? peekAmmo().reloadMultiplier : 1f;
|
||||
reload += delta() * multiplier * baseReloadSpeed();
|
||||
|
|
@ -477,7 +457,7 @@ public class Turret extends ReloadTurret{
|
|||
|
||||
protected void updateShooting(){
|
||||
|
||||
if(reload >= reloadTime && !charging && shootWarmup >= minWarmup){
|
||||
if(reload >= reloadTime && !charging() && shootWarmup >= minWarmup){
|
||||
BulletType type = peekAmmo();
|
||||
|
||||
shoot(type);
|
||||
|
|
@ -487,111 +467,66 @@ public class Turret extends ReloadTurret{
|
|||
}
|
||||
|
||||
protected void shoot(BulletType type){
|
||||
//TODO absolute disaster here, combining shot patterns fails in unpredictable ways and I don't want to touch anything in case it breaks mods
|
||||
float
|
||||
bulletX = x + Angles.trnsx(rotation - 90, shootX, shootY),
|
||||
bulletY = y + Angles.trnsy(rotation - 90, shootX, shootY);
|
||||
|
||||
//when charging is enabled, use the charge shoot pattern
|
||||
if(chargeTime > 0){
|
||||
useAmmo();
|
||||
|
||||
chargeBeginEffect.at(x + bulletOffset.x, y + bulletOffset.y, rotation);
|
||||
chargeSound.at(x + bulletOffset.x, y + bulletOffset.y, 1);
|
||||
|
||||
for(int i = 0; i < chargeEffects; i++){
|
||||
Time.run(Mathf.random(chargeMaxDelay), () -> {
|
||||
if(dead) return;
|
||||
bulletOffset.trns(rotation, shootLength);
|
||||
chargeEffect.at(x + bulletOffset.x, y + bulletOffset.y, rotation);
|
||||
});
|
||||
}
|
||||
|
||||
charging = true;
|
||||
|
||||
Time.run(chargeTime, () -> {
|
||||
if(dead) return;
|
||||
bulletOffset.trns(rotation, shootLength);
|
||||
recoil = recoilAmount;
|
||||
heat = 1f;
|
||||
bullet(type, rotation + Mathf.range(inaccuracy + type.inaccuracy));
|
||||
charging = false;
|
||||
});
|
||||
|
||||
//when burst spacing is enabled, use the burst pattern
|
||||
}else if(burstSpacing > 0.0001f){
|
||||
for(int i = 0; i < shots; i++){
|
||||
int ii = i;
|
||||
Time.run(burstSpacing * i, () -> {
|
||||
if(dead || !hasAmmo()) return;
|
||||
|
||||
bulletOffset.trns(rotation, shootLength, Mathf.range(xRand));
|
||||
bullet(peekAmmo(), rotation + Mathf.range(inaccuracy + peekAmmo().inaccuracy) + (ii - (int)(shots / 2f)) * spread);
|
||||
useAmmo();
|
||||
recoil = recoilAmount;
|
||||
heat = 1f;
|
||||
});
|
||||
}
|
||||
|
||||
}else{
|
||||
//otherwise, use the normal shot pattern(s)
|
||||
|
||||
if(alternate || widthSpread){
|
||||
int count = !widthSpread ? 1 : shots;
|
||||
|
||||
for(int c = 0; c < count; c++){
|
||||
float i = (shotCounter % shots) - (shots-1)/2f;
|
||||
bulletOffset.trns(rotation - 90, (spread) * i + Mathf.range(xRand), shootLength);
|
||||
|
||||
bullet(type, rotation + Mathf.range(inaccuracy + type.inaccuracy));
|
||||
shotCounter ++;
|
||||
}
|
||||
}else{
|
||||
bulletOffset.trns(rotation, shootLength, Mathf.range(xRand));
|
||||
|
||||
for(int i = 0; i < shots; i++){
|
||||
bullet(type, rotation + Mathf.range(inaccuracy + type.inaccuracy) + (i - (int)(shots / 2f)) * spread);
|
||||
shotCounter ++;
|
||||
}
|
||||
}
|
||||
|
||||
recoil = recoilAmount;
|
||||
heat = 1f;
|
||||
useAmmo();
|
||||
if(shoot.firstShotDelay > 0){
|
||||
chargeSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax));
|
||||
type.chargeEffect.at(bulletX, bulletY, rotation);
|
||||
}
|
||||
|
||||
shoot.shoot(totalShots, (xOffset, yOffset, angle, delay) -> {
|
||||
queuedBullets ++;
|
||||
if(delay > 0f){
|
||||
Time.run(delay, () -> bullet(type, xOffset, yOffset, angle));
|
||||
}else{
|
||||
bullet(type, xOffset, yOffset, angle);
|
||||
}
|
||||
totalShots ++;
|
||||
});
|
||||
}
|
||||
|
||||
protected void bullet(BulletType type, float angle){
|
||||
float bulletX = x + bulletOffset.x, bulletY = y + bulletOffset.y;
|
||||
protected void bullet(BulletType type, float xOffset, float yOffset, float angleOffset){
|
||||
queuedBullets --;
|
||||
|
||||
if(dead || !hasAmmo()) return;
|
||||
|
||||
float
|
||||
bulletX = x + Angles.trnsx(rotation - 90, shootX + xOffset, shootY + yOffset),
|
||||
bulletY = y + Angles.trnsy(rotation - 90, shootX + xOffset, shootY + yOffset),
|
||||
shootAngle = rotation + angleOffset + Mathf.range(inaccuracy);
|
||||
|
||||
float lifeScl = type.scaleVelocity ? Mathf.clamp(Mathf.dst(bulletX, bulletY, targetPos.x, targetPos.y) / type.range, minRange / type.range, range() / type.range) : 1f;
|
||||
|
||||
handleBullet(type.create(this, team, bulletX, bulletY, angle, 1f + Mathf.range(velocityInaccuracy), lifeScl));
|
||||
handleBullet(type.create(this, team, bulletX, bulletY, shootAngle, 1f + Mathf.range(velocityInaccuracy), lifeScl), xOffset, yOffset, angleOffset);
|
||||
|
||||
//TODO "shoot" and "smoke" should just be MultiEffects there's no reason to have them separate
|
||||
Effect fshootEffect = shootEffect == Fx.none ? type.shootEffect : shootEffect;
|
||||
Effect fsmokeEffect = smokeEffect == Fx.none ? type.smokeEffect : smokeEffect;
|
||||
|
||||
fshootEffect.at(bulletX, bulletY, rotation, type.hitColor);
|
||||
fsmokeEffect.at(bulletX, bulletY, rotation, type.hitColor);
|
||||
shootSound.at(bulletX, bulletY, Mathf.random(0.9f, 1.1f));
|
||||
(shootEffect == Fx.none ? type.shootEffect : shootEffect).at(bulletX, bulletY, rotation, type.hitColor);
|
||||
(smokeEffect == Fx.none ? type.smokeEffect : smokeEffect).at(bulletX, bulletY, rotation, type.hitColor);
|
||||
shootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax));
|
||||
|
||||
ammoUseEffect.at(
|
||||
x - Angles.trnsx(rotation, ammoEjectBack),
|
||||
y - Angles.trnsy(rotation, ammoEjectBack),
|
||||
rotation * (shoot.shots == 1 && shoot instanceof ShootAlternate && totalShots % 2 == 1 ? -1f : 1f)
|
||||
);
|
||||
|
||||
if(shootShake > 0){
|
||||
Effect.shake(shootShake, shootShake, this);
|
||||
}
|
||||
|
||||
recoil = recoilAmount;
|
||||
heat = 1f;
|
||||
|
||||
useAmmo();
|
||||
}
|
||||
|
||||
protected void handleBullet(@Nullable Bullet bullet){
|
||||
protected void handleBullet(@Nullable Bullet bullet, float offsetX, float offsetY, float angleOffset){
|
||||
|
||||
}
|
||||
|
||||
protected void ejectEffects(){
|
||||
if(dead) return;
|
||||
|
||||
//alternate sides when using a double turret
|
||||
float scl = (shots == 2 && alternate && shotCounter % 2 == 1 ? -1f : 1f);
|
||||
|
||||
ammoUseEffect.at(x - Angles.trnsx(rotation, ammoEjectBack), y - Angles.trnsy(rotation, ammoEjectBack), rotation * scl);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void write(Writes write){
|
||||
super.write(write);
|
||||
|
|
@ -614,4 +549,17 @@ public class Turret extends ReloadTurret{
|
|||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
public static class BulletEntry{
|
||||
public Bullet bullet;
|
||||
public float x, y, rotation, life;
|
||||
|
||||
public BulletEntry(Bullet bullet, float x, float y, float rotation, float life){
|
||||
this.bullet = bullet;
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.rotation = rotation;
|
||||
this.life = life;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue