more tutorial

This commit is contained in:
Anuken 2019-08-08 21:26:50 -04:00
parent 9924796ad9
commit 83c86b3883
5 changed files with 52 additions and 32 deletions

View file

@ -874,6 +874,8 @@ tutorial.pause = During battle, you are able to[accent] pause the game.[]\nYou m
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 and unpause.
tutorial.breaking = Blocks frequently need to be destroyed.\n[accent]Hold down right-click[] to destroy all blocks in a selection.[]\n\n[yellow]Destroy all the scrap blocks to the right of your core.
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[yellow]Destroy all the scrap blocks to the right of your core.
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. Multiple items can be withdrawn by [accent]tapping and holding[].\n\n[yellow]Withdraw some copper from the core.[]
tutorial.deposit = Deposit items into blocks by dragging from your ship to the destination block.\n\n[yellow]Deposit your copper back into the core.[]
tutorial.waves = The[lightgray] enemy[] approaches.\n\nDefend the core for 2 waves.[accent] Click[] to shoot.\nBuild more turrets and drills. Mine more copper.
tutorial.waves.mobile = The[lightgray] enemy[] approaches.\n\nDefend the core for 2 waves. Your ship will automatically fire at enemies.\nBuild more turrets and drills. Mine more copper.
tutorial.launch = Once you reach a specific wave, you are able to[accent] launch the core[], leaving your defenses behind and[accent] obtaining all the resources in your core.[]\nThese resources can then be used to research new technology.\n\n[accent]Press the launch button.
@ -965,7 +967,7 @@ block.junction.description = Acts as a bridge for two crossing conveyor belts. U
block.bridge-conveyor.description = Advanced item transport block. Allows transporting items over up to 3 tiles of any terrain or building.
block.phase-conveyor.description = Advanced item transport block. Uses power to teleport items to a connected phase conveyor over several tiles.
block.sorter.description = Sorts items. If an item matches the selection, it is allowed to pass. Otherwise, the item is outputted to the left and right.
block.router.description = Accepts items, then outputs them to up to 3 other directions equally. Useful for splitting the materials from one source to multiple targets.
block.router.description = Accepts items, then outputs them to up to 3 other directions equally. Useful for splitting the materials from one source to multiple targets.\n[scarlet]Never[] use next to production inputs, as they will get clogged by output.
block.distributor.description = An advanced router. Splits items to up to 7 other directions equally.
block.overflow-gate.description = A combination splitter and router. Only outputs to the left and right if the front path is blocked.
block.mass-driver.description = The ultimate item transport block. Collects several items and then shoots them to another mass driver over a long range. Requires power to operate.

View file

@ -68,6 +68,16 @@ public class EventType{
}
/** Called when a player withdraws items from a block. Tutorial only.*/
public static class WithdrawEvent{
}
/** Called when a player deposits items to a block.*/
public static class DepositEvent{
}
public static class GameOverEvent{
public final Team winner;

View file

@ -37,6 +37,8 @@ public class Tutorial{
Events.on(TurretAmmoDeliverEvent.class, event -> events.add("ammo"));
Events.on(CoreItemDeliverEvent.class, event -> events.add("coreitem"));
Events.on(BlockInfoEvent.class, event -> events.add("blockinfo"));
Events.on(DepositEvent.class, event -> events.add("deposit"));
Events.on(WithdrawEvent.class, event -> events.add("withdraw"));
}
/** update tutorial state, transition if needed */
@ -55,7 +57,7 @@ public class Tutorial{
/** Resets tutorial state. */
public void reset(){
stage = TutorialStage.values()[0];
stage = TutorialStage.values()[6];
stage.begin();
blocksPlaced.clear();
events.clear();
@ -120,7 +122,13 @@ public class Tutorial{
}
}
},
waves(() -> state.wave > 2 && state.enemies() <= 0){
withdraw(() -> event("withdraw")){
void begin(){
state.teams.get(defaultTeam).cores.first().entity.items.add(Items.copper, 10);
}
},
deposit(() -> event("deposit")),
waves(() -> state.wave > 2 && state.enemies() <= 0 && !world.spawner.isSpawning()){
void begin(){
state.rules.waveTimer = true;
logic.runWave();

View file

@ -1,34 +1,28 @@
package io.anuke.mindustry.input;
import io.anuke.annotations.Annotations.Loc;
import io.anuke.annotations.Annotations.Remote;
import io.anuke.arc.Core;
import io.anuke.arc.collection.Array;
import io.anuke.arc.function.Consumer;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.graphics.g2d.Draw;
import io.anuke.arc.graphics.g2d.TextureRegion;
import io.anuke.arc.input.InputProcessor;
import io.anuke.arc.math.Angles;
import io.anuke.arc.math.Mathf;
import io.anuke.arc.math.geom.Point2;
import io.anuke.arc.math.geom.Vector2;
import io.anuke.arc.scene.ui.layout.Table;
import io.anuke.arc.util.Time;
import io.anuke.arc.util.Tmp;
import io.anuke.mindustry.content.Blocks;
import io.anuke.mindustry.content.Fx;
import io.anuke.mindustry.entities.Effects;
import io.anuke.mindustry.entities.effect.ItemTransfer;
import io.anuke.mindustry.entities.traits.BuilderTrait.BuildRequest;
import io.anuke.mindustry.entities.type.Player;
import io.anuke.mindustry.gen.Call;
import io.anuke.mindustry.graphics.Pal;
import io.anuke.annotations.Annotations.*;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.function.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.input.*;
import io.anuke.arc.math.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.effect.*;
import io.anuke.mindustry.entities.traits.BuilderTrait.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.net.Net;
import io.anuke.mindustry.net.ValidateException;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.type.ItemStack;
import io.anuke.mindustry.ui.fragments.OverlayFragment;
import io.anuke.mindustry.net.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.ui.fragments.*;
import io.anuke.mindustry.world.*;
import static io.anuke.mindustry.Vars.*;
@ -83,6 +77,8 @@ public abstract class InputHandler implements InputProcessor{
int[] remaining = {accepted, accepted};
Block block = tile.block();
Events.fire(new DepositEvent());
for(int i = 0; i < sent; i++){
boolean end = i == sent - 1;
Time.run(i * 3, () -> {

View file

@ -2,7 +2,7 @@ package io.anuke.mindustry.ui.fragments;
import io.anuke.annotations.Annotations.Loc;
import io.anuke.annotations.Annotations.Remote;
import io.anuke.arc.Core;
import io.anuke.arc.*;
import io.anuke.arc.collection.IntSet;
import io.anuke.arc.function.BooleanProvider;
import io.anuke.arc.function.Supplier;
@ -21,6 +21,7 @@ import io.anuke.arc.scene.ui.layout.Table;
import io.anuke.arc.util.*;
import io.anuke.mindustry.core.GameState.State;
import io.anuke.mindustry.entities.type.Player;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.gen.Call;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.type.Item.Icon;
@ -100,6 +101,8 @@ public class BlockInventoryFragment extends Fragment{
Call.requestItem(player, tile, lastItem, amount);
holding = false;
holdTime = 0f;
Events.fire(new WithdrawEvent());
}
}
@ -152,6 +155,7 @@ public class BlockInventoryFragment extends Fragment{
lastItem = item;
holding = true;
holdTime = 0f;
Events.fire(new WithdrawEvent());
}
return true;
}