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@ -238,7 +238,7 @@ public class defenseManagerAI {
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float x1 = playerStructures[i].centre.x;
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float x1 = playerStructures[i].centre.x;
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float z1 = playerStructures[i].centre.z;
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float z1 = playerStructures[i].centre.z;
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for(int j = 0; j < constructionYards.length; j++) {
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for(int j = 0; j < constructionYards.length; j++) {
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if(constructionYards[j] != null && constructionYards[i].teamNo != 0 && constructionYards[j].currentHP > 0) {
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if(constructionYards[j] != null && constructionYards[j].teamNo != 0 && constructionYards[j].currentHP > 0) {
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float x2 = constructionYards[j].centre.x;
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float x2 = constructionYards[j].centre.x;
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float z2 = constructionYards[j].centre.z;
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float z2 = constructionYards[j].centre.z;
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double d = Math.sqrt((x1-x2)*(x1-x2) + (z1-z2)*(z1-z2));
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double d = Math.sqrt((x1-x2)*(x1-x2) + (z1-z2)*(z1-z2));
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@ -1037,6 +1037,8 @@ public class rocketTank extends solidObject{
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if(targetObject.type > 100){
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if(targetObject.type > 100){
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multiplier = damageMultiplier;
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multiplier = damageMultiplier;
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multiplier*=damageAginstBuildingMulitplier;
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multiplier*=damageAginstBuildingMulitplier;
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}else if(targetObject.type == 6) {
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multiplier = 0.7f;
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}
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}
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if(attackCoolDown == 0 && targetObject.currentHP >0 ){
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if(attackCoolDown == 0 && targetObject.currentHP >0 ){
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@ -50,8 +50,8 @@ public class MiniMap {
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drawBackground(screen, minimapBitmap);
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drawBackground(screen, minimapBitmap);
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//remove fog of war for testing
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//remove fog of war for testing
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for(int i = 0; i < minimapBitmap.length; i++)
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//for(int i = 0; i < minimapBitmap.length; i++)
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minimapBitmap[i] = true;
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// minimapBitmap[i] = true;
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//draw unit positions on minimap
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//draw unit positions on minimap
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drawUnit(screen, minimapBitmap, unitsForMiniMap, unitsForMiniMapCount);
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drawUnit(screen, minimapBitmap, unitsForMiniMap, unitsForMiniMapCount);
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