Changed rotation control scheme, fixed "transparent" boxes
@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="io.anuke.mindustry"
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android:versionCode="18"
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android:versionName="3.02b" >
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android:versionCode="19"
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android:versionName="3.03b" >
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<uses-sdk android:minSdkVersion="9" android:targetSdkVersion="25" />
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Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 50 KiB |
Before Width: | Height: | Size: 229 B |
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Before Width: | Height: | Size: 53 KiB After Width: | Height: | Size: 78 KiB |
@ -100,8 +100,7 @@ public class Control extends Module{
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"left", Keys.A,
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"down", Keys.S,
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"right", Keys.D,
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"rotate", Keys.R,
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"rotate_back", Keys.E,
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"zoom_hold", Keys.CONTROL_LEFT,
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"menu", Gdx.app.getType() == ApplicationType.Android ? Keys.BACK : Keys.ESCAPE,
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"pause", Keys.SPACE
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);
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@ -38,7 +38,7 @@ import io.anuke.ucore.util.*;
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public class Renderer extends RendererModule{
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String[] surfaces = { "shadow", "shield", "pixel", "indicators" };
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int targetscale = baseCameraScale;
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int chunksize = 16;
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int chunksize = 32;
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int[][][] cache;
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FloatArray shieldHits = new FloatArray();
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float shieldHitDuration = 18f;
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@ -112,8 +112,9 @@ public class UI extends SceneModule{
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Draw.color();
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TextureRegion back = Draw.region("background");
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float backscl = 5.5f;
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float backscl = 4f;
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Draw.alpha(0.8f);
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Core.batch.draw(back, w/2 - back.getRegionWidth()*backscl/2, h/2 - back.getRegionHeight()*backscl/2,
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back.getRegionWidth()*backscl, back.getRegionHeight()*backscl);
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@ -122,10 +123,9 @@ public class UI extends SceneModule{
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float logow = logo.getRegionWidth()*logoscl;
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float logoh = logo.getRegionHeight()*logoscl;
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Draw.color();
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Core.batch.draw(logo, w/2 - logow/2, h - logoh + 15, logow, logoh);
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Draw.color();
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Core.batch.draw(logo, w/2 - logow/2, h - logoh + 15, logow, logoh);
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}
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@ -25,20 +25,15 @@ public class Input{
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//player is dead
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if(player.health <= 0) return;
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if(Inputs.scrolled() && !GameState.is(State.menu) && !Vars.ui.onDialog()){
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if(Inputs.scrolled() && Inputs.keyDown("zoom_hold") && !GameState.is(State.menu) && !Vars.ui.onDialog()){
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Vars.renderer.scaleCamera(Inputs.scroll());
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}
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if(Inputs.keyUp("rotate"))
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player.rotation ++;
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if(Inputs.keyUp("rotate_back"))
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player.rotation --;
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if(player.rotation < 0)
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player.rotation += 4;
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if(Inputs.scrolled()){
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player.rotation += Inputs.scroll();
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}
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player.rotation %= 4;
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player.rotation = Mathf.mod(player.rotation, 4);
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for(int i = 0; i < 9; i ++){
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if(Inputs.keyUp(Keys.valueOf(""+(i+1))) && i < control.getWeapons().size){
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@ -41,7 +41,7 @@ public class BlocksFragment implements Fragment{
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row();
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new table("pane"){{
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get().setTouchable(Touchable.enabled);
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int rows = 4;
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int maxcol = 0;
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float size = 48;
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@ -139,6 +139,7 @@ public class BlocksFragment implements Fragment{
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void updateRecipe(){
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Recipe recipe = player.recipe;
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desctable.clear();
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desctable.setTouchable(Touchable.enabled);
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desctable.defaults().left();
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desctable.left();
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@ -66,12 +66,14 @@ public class HudFragment implements Fragment{
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row();
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new table(){{
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get().setTouchable(Touchable.enabled);
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addWaveTable();
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}}.fillX().end();
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row();
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itemtable = new table("button").end().top().left().fillX().size(-1).get();
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itemtable.setTouchable(Touchable.enabled);
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itemtable.setVisible(()-> control.getMode() != GameMode.sandbox);
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itemcell = get().getCell(itemtable);
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@ -11,6 +11,7 @@ import io.anuke.mindustry.input.PlaceMode;
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import io.anuke.ucore.scene.builders.imagebutton;
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import io.anuke.ucore.scene.builders.label;
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import io.anuke.ucore.scene.builders.table;
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import io.anuke.ucore.scene.event.Touchable;
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import io.anuke.ucore.scene.ui.ButtonGroup;
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import io.anuke.ucore.scene.ui.ImageButton;
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import io.anuke.ucore.scene.ui.layout.Unit;
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@ -27,6 +28,7 @@ public class PlacementFragment implements Fragment{
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new table("pane"){{
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get().setTouchable(Touchable.enabled);
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new label(()->"Placement Mode: [orange]" + AndroidInput.mode.name()).pad(4).units(Unit.dp);
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row();
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