2021-02-18 05:11:25 +01:00
|
|
|
Unit = Object:extend()
|
2021-02-19 04:50:27 +01:00
|
|
|
function Unit:init_unit()
|
2021-02-18 05:11:25 +01:00
|
|
|
self.hfx:add('hit', 1)
|
|
|
|
end
|
|
|
|
|
|
|
|
|
2021-02-19 04:50:27 +01:00
|
|
|
function Unit:draw_hp()
|
|
|
|
graphics.push(self.x, self.y, 0, self.hfx.hit.x, self.hfx.hit.x)
|
|
|
|
if self.show_hp_bar then
|
|
|
|
graphics.line(self.x - 0.5*self.shape.w, self.y - self.shape.h, self.x + 0.5*self.shape.w, self.y - self.shape.h, bg[-3], 2)
|
|
|
|
local n = math.remap(self.hp, 0, self.max_hp, 0, 1)
|
|
|
|
graphics.line(self.x - 0.5*self.shape.w, self.y - self.shape.h, self.x - 0.5*self.shape.w + n*self.shape.w, self.y - self.shape.h,
|
|
|
|
self.hfx.hit.f and fg[0] or ((self:is(Player) and green[0]) or (table.any(main.current.enemies, function(v) return self:is(v) end) and red[0])), 2)
|
2021-02-18 05:11:25 +01:00
|
|
|
end
|
2021-02-19 04:50:27 +01:00
|
|
|
graphics.pop()
|
2021-02-18 05:11:25 +01:00
|
|
|
end
|
|
|
|
|
|
|
|
|
2021-02-19 04:50:27 +01:00
|
|
|
function Unit:bounce(nx, ny)
|
|
|
|
local vx, vy = self:get_velocity()
|
|
|
|
if nx == 0 then
|
|
|
|
self:set_velocity(vx, -vy)
|
|
|
|
self.r = 2*math.pi - self.r
|
|
|
|
end
|
|
|
|
if ny == 0 then
|
|
|
|
self:set_velocity(-vx, vy)
|
|
|
|
self.r = math.pi - self.r
|
2021-02-18 19:28:40 +01:00
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
2021-02-19 04:50:27 +01:00
|
|
|
function Unit:show_hp(n)
|
|
|
|
self.show_hp_bar = true
|
|
|
|
self.t:after(n or 2, function() self.show_hp_bar = false end, 'show_hp_bar')
|
2021-02-18 05:11:25 +01:00
|
|
|
end
|
|
|
|
|
|
|
|
|
2021-02-19 04:50:27 +01:00
|
|
|
function Unit:hit(damage)
|
|
|
|
if self.dead then return end
|
|
|
|
|
|
|
|
self.hfx:use('hit', 0.25, 200, 10)
|
|
|
|
self:show_hp()
|
|
|
|
|
|
|
|
local actual_damage = self:calculate_damage(damage)
|
|
|
|
self.hp = self.hp - actual_damage
|
|
|
|
if self:is(Player) then
|
|
|
|
if actual_damage >= 20 then
|
|
|
|
camera:shake(2, 1)
|
|
|
|
slow(0.25, 1)
|
|
|
|
else
|
|
|
|
camera:shake(2, 0.5)
|
2021-02-18 05:11:25 +01:00
|
|
|
end
|
|
|
|
end
|
|
|
|
|
2021-02-19 04:50:27 +01:00
|
|
|
if self.hp <= 0 then
|
|
|
|
self.dead = true
|
|
|
|
for i = 1, random:int(4, 6) do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end
|
|
|
|
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 12}:scale_down(0.3):change_color(0.5, self.color)
|
|
|
|
end
|
2021-02-18 05:11:25 +01:00
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
function Unit:calculate_damage(dmg)
|
|
|
|
if self.def >= 0 then dmg = dmg*(100/(100+self.def))
|
|
|
|
else dmg = dmg*(2 - 100/(100+self.def)) end
|
|
|
|
return dmg
|
|
|
|
end
|
|
|
|
|
|
|
|
|
2021-02-19 04:50:27 +01:00
|
|
|
function Unit:calculate_stats(first_run)
|
2021-02-18 05:11:25 +01:00
|
|
|
self.base_hp = 100
|
|
|
|
self.base_dmg = 10
|
|
|
|
self.base_aspd = 1
|
|
|
|
self.base_cycle = 2
|
|
|
|
self.base_def = 0
|
|
|
|
self.base_mvspd = 75
|
|
|
|
self.class_hp_a = 0
|
|
|
|
self.class_dmg_a = 0
|
|
|
|
self.class_aspd_a = 0
|
|
|
|
self.class_cycle_a = 0
|
|
|
|
self.class_def_a = 0
|
|
|
|
self.class_mvspd_a = 0
|
|
|
|
self.class_hp_m = 1
|
|
|
|
self.class_dmg_m = 1
|
|
|
|
self.class_aspd_m = 1
|
|
|
|
self.class_cycle_m = 1
|
|
|
|
self.class_def_m = 1
|
|
|
|
self.class_mvspd_m = 1
|
|
|
|
self.buff_hp_a = 0
|
|
|
|
self.buff_dmg_a = 0
|
|
|
|
self.buff_aspd_a = 0
|
|
|
|
self.buff_cycle_a = 0
|
|
|
|
self.buff_def_a = 0
|
|
|
|
self.buff_mvspd_a = 0
|
|
|
|
self.buff_hp_m = 1
|
|
|
|
self.buff_dmg_m = 1
|
|
|
|
self.buff_aspd_m = 1
|
|
|
|
self.buff_cycle_m = 1
|
|
|
|
self.buff_def_m = 1
|
|
|
|
self.buff_mvspd_m = 1
|
|
|
|
|
|
|
|
for _, class in ipairs(self.classes) do
|
|
|
|
if class == 'warrior' then self.class_hp_m = self.class_hp_m*1.4
|
|
|
|
elseif class == 'mage' then self.class_hp_m = self.class_hp_m*0.6
|
|
|
|
elseif class == 'healer' then self.class_hp_m = self.class_hp_m*1.1
|
2021-02-18 19:28:40 +01:00
|
|
|
elseif class == 'cycler' then self.class_hp_m = self.class_hp_m*0.9
|
|
|
|
elseif class == 'seeker' then self.class_hp_m = self.class_hp_m*0.5 end
|
2021-02-18 05:11:25 +01:00
|
|
|
end
|
|
|
|
self.max_hp = (self.base_hp + self.class_hp_a + self.buff_hp_a)*self.class_hp_m*self.buff_hp_m
|
2021-02-19 04:50:27 +01:00
|
|
|
if first_run then self.hp = self.max_hp end
|
2021-02-18 05:11:25 +01:00
|
|
|
|
|
|
|
for _, class in ipairs(self.classes) do
|
|
|
|
if class == 'warrior' then self.class_dmg_m = self.class_dmg_m*1.1
|
|
|
|
elseif class == 'ranger' then self.class_dmg_m = self.class_dmg_m*1.2
|
2021-02-18 19:28:40 +01:00
|
|
|
elseif class == 'mage' then self.class_dmg_m = self.class_dmg_m*1.4 end
|
2021-02-18 05:11:25 +01:00
|
|
|
end
|
|
|
|
self.dmg = (self.base_dmg + self.class_dmg_a + self.buff_dmg_a)*self.class_dmg_m*self.buff_dmg_m
|
|
|
|
|
|
|
|
for _, class in ipairs(self.classes) do
|
|
|
|
if class == 'warrior' then self.class_aspd_m = self.class_aspd_m*0.9
|
|
|
|
elseif class == 'ranger' then self.class_aspd_m = self.class_aspd_m*1.4
|
2021-02-18 19:28:40 +01:00
|
|
|
elseif class == 'healer' then self.class_aspd_m = self.class_aspd_m*0.5 end
|
2021-02-18 05:11:25 +01:00
|
|
|
end
|
|
|
|
self.aspd = 1/((self.base_aspd + self.class_aspd_a + self.buff_aspd_a)*self.class_aspd_m*self.buff_aspd_m)
|
|
|
|
|
|
|
|
for _, class in ipairs(self.classes) do
|
2021-02-18 19:28:40 +01:00
|
|
|
if class == 'mage' then self.class_cycle_m = self.class_cycle_m*1.25
|
2021-02-18 05:11:25 +01:00
|
|
|
elseif class == 'healer' then self.class_cycle_m = self.class_cycle_m*1.1
|
|
|
|
elseif class == 'cycler' then self.class_cycle_m = self.class_cycle_m*1.5 end
|
|
|
|
end
|
|
|
|
self.cycle = (self.base_cycle + self.class_cycle_a + self.buff_cycle_a)*self.class_cycle_m*self.buff_cycle_m
|
|
|
|
|
|
|
|
for _, class in ipairs(self.classes) do
|
|
|
|
if class == 'warrior' then self.class_def_m = self.class_def_m*1.25
|
|
|
|
elseif class == 'ranger' then self.class_def_m = self.class_def_m*1.1
|
|
|
|
elseif class == 'mage' then self.class_def_m = self.class_def_m*1.5
|
2021-02-18 19:28:40 +01:00
|
|
|
elseif class == 'healer' then self.class_def_m = self.class_def_m*1.2 end
|
2021-02-18 05:11:25 +01:00
|
|
|
end
|
|
|
|
self.def = (self.base_def + self.class_def_a + self.buff_def_a)*self.class_def_m*self.buff_def_m
|
|
|
|
|
|
|
|
for _, class in ipairs(self.classes) do
|
|
|
|
if class == 'warrior' then self.class_mvspd_m = self.class_mvspd_m*0.9
|
|
|
|
elseif class == 'ranger' then self.class_mvspd_m = self.class_mvspd_m*1.2
|
2021-02-18 19:28:40 +01:00
|
|
|
elseif class == 'seeker' then self.class_mvspd_m = self.class_mvspd_m*0.3 end
|
2021-02-18 05:11:25 +01:00
|
|
|
end
|
|
|
|
self.v = (self.base_mvspd + self.class_mvspd_a + self.buff_mvspd_a)*self.class_mvspd_m*self.buff_mvspd_m
|
|
|
|
end
|
2021-02-19 04:50:27 +01:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Player = Object:extend()
|
|
|
|
Player:implement(GameObject)
|
|
|
|
Player:implement(Physics)
|
|
|
|
Player:implement(Unit)
|
|
|
|
function Player:init(args)
|
|
|
|
self:init_game_object(args)
|
|
|
|
self:init_unit()
|
|
|
|
|
|
|
|
if self.character == 'vagrant' then
|
|
|
|
self.color = blue[0]
|
|
|
|
self:set_as_rectangle(9, 9, 'dynamic', 'player')
|
|
|
|
self.visual_shape = 'rectangle'
|
|
|
|
self.classes = {'ranger', 'warrior', 'mage'}
|
|
|
|
end
|
|
|
|
self:calculate_stats(true)
|
|
|
|
|
|
|
|
if self.leader then
|
|
|
|
self.previous_positions = {}
|
|
|
|
self.followers = {}
|
|
|
|
self.t:every(0.01, function()
|
|
|
|
table.insert(self.previous_positions, 1, {x = self.x, y = self.y, r = self.r})
|
|
|
|
if #self.previous_positions > 256 then self.previous_positions[257] = nil end
|
|
|
|
end)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
function Player:update(dt)
|
|
|
|
self:update_game_object(dt)
|
|
|
|
self:calculate_stats()
|
|
|
|
|
|
|
|
if self.leader then
|
|
|
|
if input.move_left.down then self.r = self.r - 1.66*math.pi*dt end
|
|
|
|
if input.move_right.down then self.r = self.r + 1.66*math.pi*dt end
|
|
|
|
self:set_velocity(self.v*math.cos(self.r), self.v*math.sin(self.r))
|
|
|
|
|
|
|
|
local vx, vy = self:get_velocity()
|
|
|
|
local hd = math.remap(math.abs(self.x - gw/2), 0, 192, 1, 0)
|
|
|
|
local vd = math.remap(math.abs(self.y - gh/2), 0, 108, 1, 0)
|
|
|
|
camera.x = camera.x + math.remap(vx, -100, 100, -24*hd, 24*hd)*dt
|
|
|
|
camera.y = camera.y + math.remap(vy, -100, 100, -8*vd, 8*vd)*dt
|
|
|
|
if input.move_right.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, math.pi/256)
|
|
|
|
elseif input.move_left.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, -math.pi/256)
|
|
|
|
elseif input.move_down.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, math.pi/256)
|
|
|
|
elseif input.move_up.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, -math.pi/256)
|
|
|
|
else camera.r = math.lerp_angle_dt(0.005, dt, camera.r, 0) end
|
|
|
|
|
|
|
|
self:set_angle(self.r)
|
|
|
|
|
|
|
|
else
|
|
|
|
local target_distance = 10.6*self.follower_index
|
|
|
|
local distance_sum = 0
|
|
|
|
local p
|
|
|
|
local previous = self.parent
|
|
|
|
for i, point in ipairs(self.parent.previous_positions) do
|
|
|
|
local distance_to_previous = math.distance(previous.x, previous.y, point.x, point.y)
|
|
|
|
distance_sum = distance_sum + distance_to_previous
|
|
|
|
if distance_sum >= target_distance then
|
|
|
|
p = point
|
|
|
|
break
|
|
|
|
end
|
|
|
|
previous = point
|
|
|
|
end
|
|
|
|
|
|
|
|
if p then
|
|
|
|
self:set_position(p.x, p.y)
|
|
|
|
self.r = p.r
|
|
|
|
if not self.following then
|
|
|
|
for i = 1, random:int(3, 4) do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end
|
|
|
|
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 10, color = fg[0]}:scale_down(0.3):change_color(0.5, self.color)
|
|
|
|
self.following = true
|
|
|
|
end
|
|
|
|
else
|
|
|
|
self.r = self:get_angle()
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
function Player:draw()
|
|
|
|
graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x)
|
|
|
|
if self.visual_shape == 'rectangle' then
|
|
|
|
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, self.hfx.hit.f and fg[0] or self.color)
|
|
|
|
end
|
|
|
|
graphics.pop()
|
|
|
|
self:draw_hp()
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
function Player:on_collision_enter(other, contact)
|
|
|
|
local x, y = contact:getPositions()
|
|
|
|
|
|
|
|
if other:is(Wall) then
|
|
|
|
self.hfx:use('hit', 0.5, 200, 10, 0.1)
|
|
|
|
camera:spring_shake(2, math.pi - self.r)
|
|
|
|
self:bounce(contact:getNormal())
|
|
|
|
|
|
|
|
elseif table.any(main.current.enemies, function(v) return other:is(v) end) then
|
|
|
|
other:push(random:float(25, 35), self:angle_to_object(other))
|
|
|
|
other:hit(20)
|
|
|
|
self:hit(20)
|
|
|
|
HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1}
|
|
|
|
for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end
|
|
|
|
for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = other.color} end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
function Player:add_follower(unit)
|
|
|
|
table.insert(self.followers, unit)
|
|
|
|
unit.parent = self
|
|
|
|
unit.follower_index = #self.followers
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
Seeker = Object:extend()
|
|
|
|
Seeker:implement(GameObject)
|
|
|
|
Seeker:implement(Physics)
|
|
|
|
Seeker:implement(Unit)
|
|
|
|
function Seeker:init(args)
|
|
|
|
self:init_game_object(args)
|
|
|
|
self:init_unit()
|
|
|
|
self:set_as_rectangle(14, 6, 'dynamic', 'enemy')
|
|
|
|
self:set_restitution(0.5)
|
|
|
|
|
|
|
|
self.color = red[0]
|
|
|
|
self.classes = {'seeker'}
|
|
|
|
self:calculate_stats(true)
|
|
|
|
self:set_as_steerable(self.v, 2000, 4*math.pi, 4)
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
function Seeker:update(dt)
|
|
|
|
self:update_game_object(dt)
|
|
|
|
self:calculate_stats()
|
|
|
|
|
|
|
|
if self.being_pushed then
|
|
|
|
local v = math.length(self:get_velocity())
|
|
|
|
if v < 25 then
|
|
|
|
self.being_pushed = false
|
|
|
|
self.steering_enabled = true
|
|
|
|
self:set_damping(0)
|
|
|
|
self:set_angular_damping(0)
|
|
|
|
end
|
|
|
|
else
|
|
|
|
local player = main.current.player
|
|
|
|
self:seek_point(player.x, player.y)
|
|
|
|
self:wander(50, 100, 20)
|
|
|
|
self:separate(16, main.current.enemies)
|
|
|
|
self:rotate_towards_velocity(0.5)
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end
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self.r = self:get_angle()
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end
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function Seeker:draw()
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graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x)
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graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, self.hfx.hit.f and fg[0] or self.color)
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graphics.pop()
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self:draw_hp()
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end
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function Seeker:on_collision_enter(other, contact)
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local x, y = contact:getPositions()
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if other:is(Wall) then
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self.hfx:use('hit', 0.15, 200, 10, 0.1)
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self:bounce(contact:getNormal())
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elseif table.any(main.current.enemies, function(v) return other:is(v) end) then
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if self.being_pushed and math.length(self:get_velocity()) > 60 then
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other:hit(5)
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self:hit(10)
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other:push(random:float(10, 15), other:angle_to_object(self))
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HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1}
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for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end
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end
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end
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end
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function Seeker:push(f, r)
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self.being_pushed = true
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self.steering_enabled = false
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self:apply_impulse(f*math.cos(r), f*math.sin(r))
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|
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self:apply_angular_impulse(random:table{random:float(-12*math.pi, -4*math.pi), random:float(4*math.pi, 12*math.pi)})
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|
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self:set_damping(1.5)
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self:set_angular_damping(1.5)
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|
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end
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