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Implemented bridge opacity from #1006
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commit
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4 changed files with 17 additions and 7 deletions
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@ -667,6 +667,7 @@ setting.savecreate.name = Auto-Create Saves
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setting.publichost.name = Public Game Visibility
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setting.chatopacity.name = Chat Opacity
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setting.lasersopacity.name = Power Laser Opacity
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setting.bridgeopacity.name = Bridge Opacity
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setting.playerchat.name = Display Player Bubble Chat
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public.confirm = Do you want to make your game public?\n[accent]Anyone will be able to join your games.\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
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public.beta = Note that beta versions of the game cannot make public lobbies.
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@ -1212,7 +1213,7 @@ block.core-nucleus.description = The third and final iteration of the core capsu
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block.vault.description = Stores a large amount of items of each type. An unloader block can be used to retrieve items from the vault.
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block.container.description = Stores a small amount of items of each type. An unloader block can be used to retrieve items from the container.
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block.unloader.description = Unloads items from any nearby non-transportation block. The type of item to be unloaded can be changed by tapping.
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block.launch-pad.description = Launches batches of items without any need for a core launch.
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block.launch-pad.description = Launches batfches of items without any need for a core launch.
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block.launch-pad-large.description = An improved version of the launch pad. Stores more items. Launches more frequently.
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block.duo.description = A small, cheap turret. Useful against ground units.
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block.scatter.description = An essential anti-air turret. Sprays clumps of lead or scrap flak at enemy units.
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@ -268,6 +268,7 @@ public class SettingsMenuDialog extends SettingsDialog{
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}
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return s + "%";
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});
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graphics.sliderPref("bridgeopacity", 75, 0, 100, 5, s -> s + "%");
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if(!mobile){
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graphics.checkPref("vsync", true, b -> Core.graphics.setVSync(b));
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@ -1,9 +1,10 @@
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package mindustry.world.blocks.distribution;
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import arc.*;
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import arc.graphics.g2d.*;
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import arc.math.Mathf;
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import arc.math.geom.Geometry;
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import mindustry.world.Tile;
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import arc.math.*;
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import arc.math.geom.*;
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import mindustry.world.*;
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import static mindustry.Vars.*;
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@ -31,6 +32,10 @@ public class ExtendingItemBridge extends ItemBridge{
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ex *= uptime;
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ey *= uptime;
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float opacity = Core.settings.getInt("bridgeopacity") / 100f;
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if(Mathf.zero(opacity)) return;
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Draw.alpha(opacity);
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Lines.stroke(8f);
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Lines.line(bridgeRegion,
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tile.worldx() + Geometry.d4[i].x * tilesize / 2f,
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@ -50,7 +55,7 @@ public class ExtendingItemBridge extends ItemBridge{
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Draw.color();
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for(int a = 0; a < arrows; a++){
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Draw.alpha(Mathf.absin(a / (float)arrows - entity.time / 100f, 0.1f, 1f) * uptime);
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Draw.alpha(Mathf.absin(a / (float)arrows - entity.time / 100f, 0.1f, 1f) * uptime * opacity);
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Draw.rect(arrowRegion,
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tile.worldx() + Geometry.d4[i].x * (tilesize / 2f + a * 6f + 2) * uptime,
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tile.worldy() + Geometry.d4[i].y * (tilesize / 2f + a * 6f + 2) * uptime, i * 90f);
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@ -219,10 +219,13 @@ public class ItemBridge extends Block{
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Tile other = world.tile(entity.link);
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if(!linkValid(tile, other)) return;
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float opacity = Core.settings.getInt("bridgeopacity") / 100f;
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if(Mathf.zero(opacity)) return;
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int i = tile.absoluteRelativeTo(other.x, other.y);
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Draw.color(Color.white, Color.black, Mathf.absin(Time.time(), 6f, 0.07f));
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Draw.alpha(Math.max(entity.uptime, 0.25f));
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Draw.alpha(Math.max(entity.uptime, 0.25f) * opacity);
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Draw.rect(endRegion, tile.drawx(), tile.drawy(), i * 90 + 90);
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Draw.rect(endRegion, other.drawx(), other.drawy(), i * 90 + 270);
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@ -242,7 +245,7 @@ public class ItemBridge extends Block{
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Draw.color();
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for(int a = 0; a < arrows; a++){
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Draw.alpha(Mathf.absin(a / (float)arrows - entity.time / 100f, 0.1f, 1f) * entity.uptime);
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Draw.alpha(Mathf.absin(a / (float)arrows - entity.time / 100f, 0.1f, 1f) * entity.uptime * opacity);
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Draw.rect(arrowRegion,
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tile.worldx() + Geometry.d4[i].x * (tilesize / 2f + a * 4f + time % 4f),
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tile.worldy() + Geometry.d4[i].y * (tilesize / 2f + a * 4f + time % 4f), i * 90f);
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