v0.3.0: added polish to wand of regrowth, also tweaked fireblast effects.
This commit is contained in:
parent
bbb1844018
commit
65563322ea
|
@ -79,8 +79,8 @@ public class MagicMissile extends Emitter {
|
|||
public static void fire( Group group, int from, int to, Callback callback ) {
|
||||
MagicMissile missile = ((MagicMissile)group.recycle( MagicMissile.class ));
|
||||
missile.reset( from, to, callback );
|
||||
missile.size( 4 );
|
||||
missile.pour( FlameParticle.FACTORY, 0.02f );
|
||||
missile.size( 10 );
|
||||
missile.pour( FlameParticle.FACTORY, 0.03f );
|
||||
}
|
||||
|
||||
public static void earth( Group group, int from, int to, Callback callback ) {
|
||||
|
@ -121,8 +121,8 @@ public class MagicMissile extends Emitter {
|
|||
public static void foliage( Group group, int from, int to, Callback callback ) {
|
||||
MagicMissile missile = ((MagicMissile)group.recycle( MagicMissile.class ));
|
||||
missile.reset( from, to, callback );
|
||||
missile.size( 4 );
|
||||
missile.pour( LeafParticle.GENERAL, 0.01f );
|
||||
missile.size( 10 );
|
||||
missile.pour( LeafParticle.GENERAL, 0.03f );
|
||||
}
|
||||
|
||||
public static void slowness( Group group, int from, int to, Callback callback ) {
|
||||
|
|
|
@ -44,7 +44,6 @@ import java.util.ArrayList;
|
|||
import java.util.HashSet;
|
||||
import java.util.Iterator;
|
||||
|
||||
//TODO: finish visuals & polish
|
||||
public class WandOfRegrowth extends Wand {
|
||||
|
||||
{
|
||||
|
@ -54,35 +53,15 @@ public class WandOfRegrowth extends Wand {
|
|||
collisionProperties = Ballistica.STOP_TERRAIN;
|
||||
}
|
||||
|
||||
//the actual affected cells
|
||||
private HashSet<Integer> affectedCells;
|
||||
//the cells to trace growth particles to, for visual effects.
|
||||
private HashSet<Integer> visualCells;
|
||||
private int direction = 0;
|
||||
|
||||
@Override
|
||||
protected void onZap( Ballistica bolt ) {
|
||||
|
||||
affectedCells = new HashSet<>();
|
||||
|
||||
int maxDist = Math.round(1.2f + chargesPerCast()*.8f);
|
||||
int dist = Math.min(bolt.dist, maxDist);
|
||||
|
||||
for (int i = 0; i < Level.NEIGHBOURS8.length; i++){
|
||||
if (bolt.sourcePos+Level.NEIGHBOURS8[i] == bolt.path.get(1)){
|
||||
direction = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float strength = maxDist;
|
||||
for (int c : bolt.subPath(1, dist)) {
|
||||
strength--; //as we start at dist 1, not 0.
|
||||
if (!Level.losBlocking[c]) {
|
||||
affectedCells.add(c);
|
||||
spreadRegrowth(c + Level.NEIGHBOURS8[left(direction)], strength - 1);
|
||||
spreadRegrowth(c + Level.NEIGHBOURS8[direction], strength - 1);
|
||||
spreadRegrowth(c + Level.NEIGHBOURS8[right(direction)], strength - 1);
|
||||
}
|
||||
}
|
||||
|
||||
//ignore tiles which can't have anything grow in them.
|
||||
for (Iterator<Integer> i = affectedCells.iterator(); i.hasNext();) {
|
||||
int c = Dungeon.level.map[i.next()];
|
||||
|
@ -125,8 +104,11 @@ public class WandOfRegrowth extends Wand {
|
|||
spreadRegrowth(cell + Level.NEIGHBOURS8[left(direction)], strength - 1.5f);
|
||||
spreadRegrowth(cell + Level.NEIGHBOURS8[direction], strength - 1.5f);
|
||||
spreadRegrowth(cell + Level.NEIGHBOURS8[right(direction)], strength-1.5f);
|
||||
} else {
|
||||
visualCells.add(cell);
|
||||
}
|
||||
}
|
||||
} else if (!Level.passable[cell] || Level.losBlocking[cell])
|
||||
visualCells.add(cell);
|
||||
}
|
||||
|
||||
private void placePlants(float numPlants, float numDews, float numPods, float numStars){
|
||||
|
@ -180,9 +162,43 @@ public class WandOfRegrowth extends Wand {
|
|||
}
|
||||
|
||||
protected void fx( Ballistica bolt, Callback callback ) {
|
||||
//TODO: proper effects
|
||||
|
||||
affectedCells = new HashSet<>();
|
||||
visualCells = new HashSet<>();
|
||||
|
||||
int maxDist = Math.round(1.2f + chargesPerCast()*.8f);
|
||||
int dist = Math.min(bolt.dist, maxDist);
|
||||
|
||||
for (int i = 0; i < Level.NEIGHBOURS8.length; i++){
|
||||
if (bolt.sourcePos+Level.NEIGHBOURS8[i] == bolt.path.get(1)){
|
||||
direction = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float strength = maxDist;
|
||||
for (int c : bolt.subPath(1, dist)) {
|
||||
strength--; //as we start at dist 1, not 0.
|
||||
if (!Level.losBlocking[c]) {
|
||||
affectedCells.add(c);
|
||||
spreadRegrowth(c + Level.NEIGHBOURS8[left(direction)], strength - 1);
|
||||
spreadRegrowth(c + Level.NEIGHBOURS8[direction], strength - 1);
|
||||
spreadRegrowth(c + Level.NEIGHBOURS8[right(direction)], strength - 1);
|
||||
} else {
|
||||
visualCells.add(c);
|
||||
}
|
||||
}
|
||||
|
||||
//going to call this one manually
|
||||
visualCells.remove(bolt.path.get(dist));
|
||||
|
||||
for (int cell : visualCells){
|
||||
//this way we only get the cells at the tip, much better performance.
|
||||
MagicMissile.foliage(curUser.sprite.parent, bolt.sourcePos, cell, null);
|
||||
}
|
||||
MagicMissile.foliage( curUser.sprite.parent, bolt.sourcePos, bolt.path.get(dist), callback );
|
||||
|
||||
Sample.INSTANCE.play( Assets.SND_ZAP );
|
||||
callback.call();
|
||||
}
|
||||
|
||||
@Override
|
||||
|
@ -194,7 +210,13 @@ public class WandOfRegrowth extends Wand {
|
|||
@Override
|
||||
public String desc() {
|
||||
return
|
||||
"\"When life ceases new life always begins to grow... The eternal cycle always remains!\"";
|
||||
"This wand is made from a thin shaft of expertly carved wood. " +
|
||||
"Somehow it is still alive and vibrant, bright green like a young tree's core.\n" +
|
||||
"\n" +
|
||||
"When used, this wand will consume all its charges to blast magical regrowth energy outward " +
|
||||
"in a cone. This magic will cause grass, roots, and rare plants to spring to life.\n" +
|
||||
"\n" +
|
||||
"\"When life ceases new life always begins to grow... The eternal cycle always remains!\"";
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user