This commit is contained in:
Anuken 2020-09-24 09:23:38 -04:00
parent 0288cb34fb
commit 68e708cf9a
3 changed files with 3 additions and 11 deletions

View file

@ -1173,7 +1173,7 @@ tutorial.drillturret = Duo turrets require[accent] copper ammo[] to shoot.\nPlac
tutorial.pause = During battle, you are able to[accent] pause the game.[]\nYou may queue buildings while paused.\n\n[accent]Press space to pause.
tutorial.pause.mobile = During battle, you are able to[accent] pause the game.[]\nYou may queue buildings while paused.\n\n[accent]Press this button in the top left to pause.
tutorial.unpause = Now press space again to unpause.
tutorial.unpause.mobile = Now press it again to unpause.d
tutorial.unpause.mobile = Now press it again to unpause.
tutorial.breaking = Blocks frequently need to be destroyed.\n[accent]Hold down right-click[] to destroy all blocks in a selection.[]\n\n[accent]Destroy all the scrap blocks to the left of your core using area selection.
tutorial.breaking.mobile = Blocks frequently need to be destroyed.\n[accent]Select deconstruction mode[], then tap a block to begin breaking it.\nDestroy an area by holding down your finger for a few seconds[] and dragging in a direction.\nPress the checkmark button to confirm breaking.\n\n[accent]Destroy all the scrap blocks to the left of your core using area selection.
tutorial.withdraw = In some situations, taking items directly from blocks is necessary.\nTo do this, [accent]tap a block[] with items in it, then [accent]tap the item[] in the inventory.\nMultiple items can be withdrawn by [accent]tapping and holding[].\n\n[accent]Withdraw some copper from the core.[]

View file

@ -392,7 +392,7 @@ public class UnitTypes implements ContentList{
engineSize = 6f;
lowAltitude = true;
health = 6000f;
health = 6500f;
armor = 7f;
canBoost = true;
landShake = 4f;
@ -414,7 +414,7 @@ public class UnitTypes implements ContentList{
continuous = true;
cooldownTime = 200f;
bullet = new ContinuousLaserBulletType(16){{
bullet = new ContinuousLaserBulletType(17){{
length = 150f;
hitEffect = Fx.hitMeltHeal;
drawSize = 420f;

View file

@ -314,7 +314,6 @@ public class Generators{
type.init();
Color outc = Pal.darkerMetal;
//Func<Image, Image> outlineS = i -> i.shadow(0.8f, 9);
Func<Image, Image> outline = i -> i.outline(3, outc);
Cons<TextureRegion> outliner = t -> {
if(t != null && t.found()){
@ -325,15 +324,9 @@ public class Generators{
for(Weapon weapon : type.weapons){
if(outlined.add(weapon.name) && ImagePacker.has(weapon.name)){
outline.get(ImagePacker.get(weapon.name)).save(weapon.name + "-outline");
//old outline
//ImagePacker.get(weapon.name).outline(4, Pal.darkerMetal).save(weapon.name);
}
}
//baseRegion, legRegion, region, shadowRegion, cellRegion,
// occlusionRegion, jointRegion, footRegion, legBaseRegion, baseJointRegion, outlineRegion;
outliner.get(type.jointRegion);
outliner.get(type.footRegion);
outliner.get(type.legBaseRegion);
@ -343,7 +336,6 @@ public class Generators{
Image image = ImagePacker.get(type.region);
outline.get(image).save(type.name + "-outline");
//ImagePacker.replace(type.region, outline.get(image));
if(type.constructor.get() instanceof Mechc){
image.drawCenter(type.baseRegion);