SNKRX/arena.lua

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Arena = Object:extend()
Arena:implement(State)
Arena:implement(GameObject)
function Arena:init(name)
self:init_state(name)
self:init_game_object()
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end
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function Arena:on_enter(from, level, units, passives, shop_level, shop_xp, lock)
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self.hfx:add('condition1', 1)
self.hfx:add('condition2', 1)
self.level = level or 1
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self.units = units
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self.passives = passives
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self.shop_level = shop_level or 1
self.shop_xp = shop_xp or 0
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self.lock = lock
self.starting_units = table.copy(units)
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if not state.mouse_control then
input:set_mouse_visible(false)
end
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trigger:tween(2, main_song_instance, {volume = 0.5, pitch = 1}, math.linear)
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steam.friends.setRichPresence('steam_display', '#StatusFull')
steam.friends.setRichPresence('text', 'Arena - Level ' .. self.level)
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self.floor = Group()
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self.main = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile', 'force_field', 'ghost'})
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self.post_main = Group()
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self.effects = Group()
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self.ui = Group()
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self.credits = Group()
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self.main:disable_collision_between('player', 'player')
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self.main:disable_collision_between('player', 'projectile')
self.main:disable_collision_between('player', 'enemy_projectile')
self.main:disable_collision_between('projectile', 'projectile')
self.main:disable_collision_between('projectile', 'enemy_projectile')
self.main:disable_collision_between('projectile', 'enemy')
self.main:disable_collision_between('enemy_projectile', 'enemy')
self.main:disable_collision_between('enemy_projectile', 'enemy_projectile')
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self.main:disable_collision_between('player', 'force_field')
self.main:disable_collision_between('projectile', 'force_field')
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self.main:disable_collision_between('ghost', 'player')
self.main:disable_collision_between('ghost', 'projectile')
self.main:disable_collision_between('ghost', 'enemy')
self.main:disable_collision_between('ghost', 'enemy_projectile')
self.main:disable_collision_between('ghost', 'ghost')
self.main:disable_collision_between('ghost', 'force_field')
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self.main:enable_trigger_between('projectile', 'enemy')
self.main:enable_trigger_between('enemy_projectile', 'player')
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self.main:enable_trigger_between('player', 'enemy_projectile')
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self.main:enable_trigger_between('enemy_projectile', 'enemy')
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self.main:enable_trigger_between('player', 'ghost')
self.main:enable_trigger_between('ghost', 'player')
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self.gold_picked_up = 0
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self.damage_dealt = 0
self.damage_taken = 0
self.main_slow_amount = 1
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self.enemies = {Seeker, EnemyCritter}
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self.color = self.color or fg[0]
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-- Spawn solids and player
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self.x1, self.y1 = gw/2 - 0.8*gw/2, gh/2 - 0.8*gh/2
self.x2, self.y2 = gw/2 + 0.8*gw/2, gh/2 + 0.8*gh/2
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self.w, self.h = self.x2 - self.x1, self.y2 - self.y1
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self.spawn_points = {
{x = self.x1 + 32, y = self.y1 + 32, r = math.pi/4},
{x = self.x1 + 32, y = self.y2 - 32, r = -math.pi/4},
{x = self.x2 - 32, y = self.y1 + 32, r = 3*math.pi/4},
{x = self.x2 - 32, y = self.y2 - 32, r = -3*math.pi/4},
{x = gw/2, y = gh/2, r = random:float(0, 2*math.pi)}
}
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self.spawn_offsets = {{x = -12, y = -12}, {x = 12, y = -12}, {x = 12, y = 12}, {x = -12, y = 12}, {x = 0, y = 0}}
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self.last_spawn_enemy_time = love.timer.getTime()
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Wall{group = self.main, vertices = math.to_rectangle_vertices(-40, -40, self.x1, gh + 40), color = bg[-1]}
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x2, -40, gw + 40, gh + 40), color = bg[-1]}
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x1, -40, self.x2, self.y1), color = bg[-1]}
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x1, self.y2, self.x2, gh + 40), color = bg[-1]}
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WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(-40, -40, self.x1, gh + 40), color = bg[-1]}
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x2, -40, gw + 40, gh + 40), color = bg[-1]}
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x1, -40, self.x2, self.y1), color = bg[-1]}
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x1, self.y2, self.x2, gh + 40), color = bg[-1]}
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for i, unit in ipairs(units) do
if i == 1 then
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self.player = Player{group = self.main, x = gw/2, y = gh/2 + 16, leader = true, character = unit.character, level = unit.level, passives = self.passives, ii = i}
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else
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self.player:add_follower(Player{group = self.main, character = unit.character, level = unit.level, passives = self.passives, ii = i})
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end
end
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local units = self.player:get_all_units()
for _, unit in ipairs(units) do
local chp = CharacterHP{group = self.effects, x = self.x1 + 8 + (unit.ii-1)*22, y = self.y2 + 14, parent = unit}
unit.character_hp = chp
end
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if self.level == 1000 then
self.level_1000_text = Text2{group = self.ui, x = gw/2, y = gh/2, lines = {{text = '[fg, wavy_mid]SNKRX', font = fat_font, alignment = 'center'}}}
-- self.level_1000_text2 = Text2{group = self.ui, x = gw/2, y = gh/2 + 64, lines = {{text = '[fg, wavy_mid]SNKRX', font = pixul_font, alignment = 'center'}}}
-- Wall{group = self.main, vertices = math.to_rectangle_vertices(gw/2 - 0.45*self.level_1000_text.w, gh/2 - 0.3*self.level_1000_text.h, gw/2 + 0.45*self.level_1000_text.w, gh/2 - 3), snkrx = true, color = bg[-1]}
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elseif self.level == 6 or self.level == 12 or self.level == 18 or self.level == 24 or self.level == 25 then
self.boss_level = true
self.start_time = 3
self.t:after(1, function()
self.t:every(1, function()
if self.start_time > 1 then alert1:play{volume = 0.5} end
self.start_time = self.start_time - 1
self.hfx:use('condition1', 0.25, 200, 10)
end, 3, function()
alert1:play{pitch = 1.2, volume = 0.5}
camera:shake(4, 0.25)
SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48}
SpawnEffect{group = self.effects, x = gw/2, y = gh/2, action = function(x, y)
spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15}
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SpawnMarker{group = self.effects, x = x, y = y}
self.t:after(0.75, function()
self.boss = Seeker{group = self.main, x = x, y = y, character = 'seeker', level = self.level, boss = level_to_boss[self.level]}
end)
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end}
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self.t:every(function()
if self.boss and not self.boss.dead then
return (#self.main:get_objects_by_classes(self.enemies) <= 1) and not self.spawning_enemies
elseif self.boss and self.boss.dead then
return (#self.main:get_objects_by_classes(self.enemies) <= 0) and not self.spawning_enemies
end
end, function()
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self.hfx:use('condition1', 0.25, 200, 10)
self.hfx:pull('condition2', 0.0625)
self.t:after(0.5, function()
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self.spawning_enemies = true
self.t:after((8 + math.floor(self.level/2))*0.1 + 0.5 + 0.75, function() self.spawning_enemies = false end, 'spawning_enemies')
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local spawn_type = random:table{'left', 'middle', 'right'}
local spawn_points = {left = {x = self.x1 + 32, y = gh/2}, middle = {x = gw/2, y = gh/2}, right = {x = self.x2 - 32, y = gh/2}}
local p = spawn_points[spawn_type]
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, nil, 8 + math.floor(self.level/2)) end)
end)
end)
end)
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self.t:every(function() return self.start_time <= 0 and (self.boss and self.boss.dead) and #self.main:get_objects_by_classes(self.enemies) <= 0 and not self.spawning_enemies and not self.quitting end, function()
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self:quit()
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if self.level == 6 then
state.achievement_speed_booster = true
system.save_state()
steam.userStats.setAchievement('SPEED_BOOSTER')
steam.userStats.storeStats()
elseif self.level == 12 then
state.achievement_exploder = true
system.save_state()
steam.userStats.setAchievement('EXPLODER')
steam.userStats.storeStats()
elseif self.level == 18 then
state.achievement_swarmer = true
system.save_state()
steam.userStats.setAchievement('SWARMER')
steam.userStats.storeStats()
elseif self.level == 24 then
state.achievement_forcer = true
system.save_state()
steam.userStats.setAchievement('FORCER')
steam.userStats.storeStats()
elseif self.level == 25 then
state.achievement_cluster = true
system.save_state()
steam.userStats.setAchievement('CLUSTER')
steam.userStats.storeStats()
end
end)
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end)
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else
-- Set win condition and enemy spawns
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self.win_condition = 'wave'
self.level_to_max_waves = {
2, 3, 4,
3, 4, 4, 5,
5, 5, 5, 5, 7,
6, 6, 7, 7, 7, 10,
6, 8, 10, 12, 14, 16, 25,
}
self.level_to_distributed_enemies_chance = {
0, 5, 10,
10, 15, 15, 20,
20, 20, 20, 20, 25,
25, 25, 25, 25, 25, 30,
20, 25, 30, 35, 40, 45, 50,
}
self.max_waves = self.level_to_max_waves[self.level]
self.wave = 0
self.start_time = 3
self.t:after(1, function()
self.t:every(1, function()
if self.start_time > 1 then alert1:play{volume = 0.5} end
self.start_time = self.start_time - 1
self.hfx:use('condition1', 0.25, 200, 10)
end, 3, function()
alert1:play{pitch = 1.2, volume = 0.5}
camera:shake(4, 0.25)
SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48}
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self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 and not self.spawning_enemies end, function()
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self.wave = self.wave + 1
if self.wave > self.max_waves then return end
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self.hfx:use('condition1', 0.25, 200, 10)
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self.hfx:pull('condition2', 0.0625)
self.t:after(0.5, function()
if random:bool(self.level_to_distributed_enemies_chance[self.level]) then
local n = math.ceil((8 + (self.wave-1)*2)/7)
for i = 1, n do
self.t:after((i-1)*2, function()
self:spawn_distributed_enemies()
end)
end
else
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self.spawning_enemies = true
self.t:after((8 + (self.wave-1)*2)*0.1 + 0.5 + 0.75, function() self.spawning_enemies = false end, 'spawning_enemies')
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local spawn_type = random:table{'left', 'middle', 'right'}
local spawn_points = {left = {x = self.x1 + 32, y = gh/2}, middle = {x = gw/2, y = gh/2}, right = {x = self.x2 - 32, y = gh/2}}
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local p = spawn_points[spawn_type]
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, nil, 8 + (self.wave-1)*2) end)
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end
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end)
end, self.max_waves+1)
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end)
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self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 and self.wave > self.max_waves and not self.quitting and not self.spawning_enemies end, function() self:quit() end)
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end)
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if self.level == 20 and self.trailer then
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Text2{group = self.ui, x = gw/2, y = gh/2 - 24, lines = {{text = '[fg, wavy]SNKRX', font = fat_font, alignment = 'center'}}}
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Text2{group = self.ui, x = gw/2, y = gh/2, sx = 0.5, sy = 0.5, lines = {{text = '[fg, wavy_mid]play now!', font = fat_font, alignment = 'center'}}}
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Text2{group = self.ui, x = gw/2, y = gh/2 + 24, sx = 0.5, sy = 0.5, lines = {{text = '[light_bg, wavy_mid]music: kubbi - ember', font = fat_font, alignment = 'center'}}}
end
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end
if self.level == 1 then
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local t1 = Text2{group = self.floor, x = gw/2, y = gh/2 + 2, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]<- or a -> or d', font = fat_font, alignment = 'center'}}}
local t2 = Text2{group = self.floor, x = gw/2, y = gh/2 + 18, lines = {{text = '[light_bg]turn left turn right', font = pixul_font, alignment = 'center'}}}
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local t3 = Text2{group = self.floor, x = gw/2, y = gh/2 + 46, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]esc - options', font = fat_font, alignment = 'center'}}}
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--[[
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local t4 = Text2{group = self.floor, x = gw/2, y = gh/2 + 68, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]n - mute sfx', font = fat_font, alignment = 'center'}}}
local t5 = Text2{group = self.floor, x = gw/2, y = gh/2 + 90, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]m - mute music', font = fat_font, alignment = 'center'}}}
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]]--
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t1.t:after(8, function() t1.t:tween(0.2, t1, {sy = 0}, math.linear, function() t1.sy = 0 end) end)
t2.t:after(8, function() t2.t:tween(0.2, t2, {sy = 0}, math.linear, function() t2.sy = 0 end) end)
t3.t:after(8, function() t3.t:tween(0.2, t3, {sy = 0}, math.linear, function() t3.sy = 0 end) end)
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--[[
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t4.t:after(8, function() t4.t:tween(0.2, t4, {sy = 0}, math.linear, function() t4.sy = 0 end) end)
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t5.t:after(8, function() t4.t:tween(0.2, t5, {sy = 0}, math.linear, function() t5.sy = 0 end) end)
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]]--
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end
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-- Calculate class levels
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local units = {}
table.insert(units, self.player)
for _, f in ipairs(self.player.followers) do table.insert(units, f) end
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local class_levels = get_class_levels(units)
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self.ranger_level = class_levels.ranger
self.warrior_level = class_levels.warrior
self.mage_level = class_levels.mage
self.rogue_level = class_levels.rogue
self.nuker_level = class_levels.nuker
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self.curser_level = class_levels.curser
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self.forcer_level = class_levels.forcer
self.swarmer_level = class_levels.swarmer
self.voider_level = class_levels.voider
self.enchanter_level = class_levels.enchanter
self.healer_level = class_levels.healer
self.psyker_level = class_levels.psyker
self.conjurer_level = class_levels.conjurer
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self.sorcerer_level = class_levels.sorcerer
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self.mercenary_level = class_levels.mercenary
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self.t:every(0.375, function()
local p = random:table(star_positions)
Star{group = star_group, x = p.x, y = p.y}
end)
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self.enemy_spawns_prevented = 0
self.t:every(8, function()
if self.died then return end
if self.arena_clear_text then return end
if self.quitting then return end
if self.spawning_enemies then return end
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if self.won then return end
if self.choosing_passives then return end
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local n = self.enemy_spawns_prevented
if math.floor(n/4) <= 0 then return end
self.spawning_enemies = true
local spawn_points = table.copy(self.spawn_points)
self.t:after({0, 0.2}, function()
local p = random:table_remove(spawn_points)
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, 1, math.floor(n/4), true) end)
end)
self.t:after({0, 0.2}, function()
local p = random:table_remove(spawn_points)
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, 2, math.floor(n/4), true) end)
end)
self.t:after({0, 0.2}, function()
local p = random:table_remove(spawn_points)
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, 3, math.floor(n/4), true) end)
end)
self.t:after({0, 0.2}, function()
local p = random:table_remove(spawn_points)
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, 4, math.floor(n/4), true) end)
end)
self.t:after(0.75 + math.floor(n/4)*0.25, function() self.spawning_enemies = false end, 'spawning_enemies')
self.enemy_spawns_prevented = 0
end)
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end
function Arena:on_exit()
self.floor:destroy()
self.main:destroy()
self.post_main:destroy()
self.effects:destroy()
self.ui:destroy()
self.credits:destroy()
self.t:destroy()
self.floor = nil
self.main = nil
self.post_main = nil
self.effects = nil
self.ui = nil
self.credits = nil
self.units = nil
self.passives = nil
self.player = nil
self.t = nil
self.springs = nil
self.flashes = nil
self.hfx = nil
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end
function Arena:update(dt)
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if main_song_instance:isStopped() then
main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5}
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end
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if self.shop_text then self.shop_text:update(dt) end
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if input.escape.pressed and not self.transitioning and not self.in_credits and not self.choosing_passives then
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if not self.paused then
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open_options(self)
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else
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close_options(self)
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end
end
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if self.paused or self.died or self.won and not self.transitioning then
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if input.r.pressed then
self.transitioning = true
ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = state.dark_transitions and bg[-2] or fg[0], transition_action = function()
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slow_amount = 1
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gold = 3
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passives = {}
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main_song_instance:stop()
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run_passive_pool = {
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'centipede', 'ouroboros_technique_r', 'ouroboros_technique_l', 'amplify', 'resonance', 'ballista', 'call_of_the_void', 'crucio', 'speed_3', 'damage_4', 'shoot_5', 'death_6', 'lasting_7',
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'defensive_stance', 'offensive_stance', 'kinetic_bomb', 'porcupine_technique', 'last_stand', 'seeping', 'deceleration', 'annihilation', 'malediction', 'hextouch', 'whispers_of_doom',
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'tremor', 'heavy_impact', 'fracture', 'meat_shield', 'hive', 'baneling_burst', 'blunt_arrow', 'explosive_arrow', 'divine_machine_arrow', 'chronomancy', 'awakening', 'divine_punishment',
'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism',
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'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance', 'blessing', 'haste', 'divine_barrage', 'orbitism', 'psyker_orbs', 'psychosense', 'rearm', 'taunt', 'summon_instability',
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}
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max_units = 7 + current_new_game_plus
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main:add(BuyScreen'buy_screen')
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locked_state = nil
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system.save_run()
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main:go_to('buy_screen', 1, {}, passives, 1, 0)
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end
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if input.escape.pressed then
self.in_credits = false
if self.credits_button then self.credits_button:on_mouse_exit() end
for _, object in ipairs(self.credits.objects) do
object.dead = true
end
self.credits:update(0)
end
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end
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self:update_game_object(dt*slow_amount)
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main_song_instance.pitch = math.clamp(slow_amount*self.main_slow_amount, 0.05, 1)
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star_group:update(dt*slow_amount)
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self.floor:update(dt*slow_amount)
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self.main:update(dt*slow_amount*self.main_slow_amount)
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self.post_main:update(dt*slow_amount)
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self.effects:update(dt*slow_amount)
self.ui:update(dt*slow_amount)
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self.credits:update(dt)
end
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function Arena:quit()
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if self.died then return end
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self.quitting = true
if self.level == 25 then
if not self.win_text and not self.win_text2 then
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input:set_mouse_visible(true)
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self.won = true
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locked_state = nil
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if current_new_game_plus == new_game_plus then
new_game_plus = new_game_plus + 1
state.new_game_plus = new_game_plus
end
current_new_game_plus = current_new_game_plus + 1
state.current_new_game_plus = current_new_game_plus
max_units = 7 + current_new_game_plus
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system.save_run()
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trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end, 'slow_amount')
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trigger:tween(4, camera, {x = gw/2, y = gh/2, r = 0}, math.linear, function() camera.x, camera.y, camera.r = gw/2, gh/2, 0 end)
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self.win_text = Text2{group = self.ui, x = gw/2 + 40, y = gh/2 - 66, force_update = true, lines = {{text = '[wavy_mid, cbyc2]congratulations!', font = fat_font, alignment = 'center'}}}
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trigger:after(2.5, function()
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self.build_text = Text2{group = self.ui, x = 40, y = 20, force_update = true, lines = {{text = "[wavy_mid, fg]your build", font = pixul_font, alignment = 'center'}}}
for i, unit in ipairs(self.units) do
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CharacterPart{group = self.ui, x = 20, y = 40 + (i-1)*19, character = unit.character, level = unit.level, force_update = true, cant_click = true, parent = self}
Text2{group = self.ui, x = 20 + 14 + pixul_font:get_text_width(unit.character)/2, y = 40 + (i-1)*19, force_update = true, lines = {
{text = '[' .. character_color_strings[unit.character] .. ']' .. unit.character, font = pixul_font, alignment = 'left'}
}}
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end
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if current_new_game_plus == 6 then
if current_new_game_plus == new_game_plus then
new_game_plus = 5
state.new_game_plus = new_game_plus
end
current_new_game_plus = 5
state.current_new_game_plus = current_new_game_plus
max_units = 12
self.win_text2 = Text2{group = self.ui, x = gw/2 + 40, y = gh/2 + 30, force_update = true, lines = {
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{text = "[fg]now you've really beaten the game!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
{text = "[fg]thanks a lot for playing it and completing it entirely!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
{text = "[fg]this game was inspired by:", font = pixul_font, alignment = 'center', height_multiplier = 4},
{text = "[fg]so check those games out, they're fun!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
{text = "[fg]and to get more games like this in the future:", font = pixul_font, alignment = 'center', height_multiplier = 4},
{text = "[wavy_mid, yellow]thanks for playing!", font = pixul_font, alignment = 'center'},
}}
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SteamFollowButton{group = self.ui, x = gw/2 + 40, y = gh/2 + 78, force_update = true}
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Button{group = self.ui, x = gw - 40, y = gh - 44, force_update = true, button_text = 'credits', fg_color = 'bg10', bg_color = 'bg', action = function() self:create_credits() end}
Button{group = self.ui, x = gw - 32, y = gh - 20, force_update = true, button_text = 'quit', fg_color = 'bg10', bg_color = 'bg', action = function() love.event.quit() end}
local open_url = function(b, url)
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
b.spring:pull(0.2, 200, 10)
b.selected = true
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
system.open_url(url)
end
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Button{group = self.ui, x = gw/2 - 50 + 40, y = gh/2 + 12, force_update = true, button_text = 'nimble quest', fg_color = 'bluem5', bg_color = 'blue', action = function(b) open_url(b, 'https://store.steampowered.com/app/259780/Nimble_Quest/') end}
Button{group = self.ui, x = gw/2 + 50 + 40, y = gh/2 + 12, force_update = true, button_text = 'dota underlords', fg_color = 'bluem5', bg_color = 'blue', action = function(b) open_url(b, 'https://store.steampowered.com/app/1046930/Dota_Underlords/') end}
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else
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self.win_text2 = Text2{group = self.ui, x = gw/2 + 40, y = gh/2 + 20, force_update = true, lines = {
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{text = "[fg]you've beaten the game!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
{text = "[fg]i made this game in 3 months as a dev challenge", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
{text = "[fg]and i'm happy with how it turned out!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
{text = "[fg]if you liked it too and want to play more games like this:", font = pixul_font, alignment = 'center', height_multiplier = 4},
{text = "[fg]i will release more games this year, so stay tuned!", font = pixul_font, alignment = 'center', height_multiplier = 1.4},
{text = "[wavy_mid, yellow]thanks for playing!", font = pixul_font, alignment = 'center'},
}}
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SteamFollowButton{group = self.ui, x = gw/2 + 40, y = gh/2 + 34, force_update = true}
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RestartButton{group = self.ui, x = gw - 40, y = gh - 20, force_update = true}
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trigger:after(8, function()
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self.try_ng_text = Text2{group = self.ui, x = gw - 210, y = gh - 20, force_update = true, lines = {
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{text = '[cbyc3]try a harder difficulty with +1 max snake size:', font = pixul_font},
}}
end)
self.credits_button = Button{group = self.ui, x = gw - 40, y = gh - 44, force_update = true, button_text = 'credits', fg_color = 'bg10', bg_color = 'bg', action = function()
self:create_credits()
end}
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end
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end)
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if current_new_game_plus == 2 then
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state.achievement_new_game_1 = true
system.save_state()
steam.userStats.setAchievement('NEW_GAME_1')
steam.userStats.storeStats()
end
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if current_new_game_plus == 6 then
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state.achievement_new_game_5 = true
system.save_state()
steam.userStats.setAchievement('GAME_COMPLETE')
steam.userStats.storeStats()
end
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if self.ranger_level >= 2 then
state.achievement_rangers_win = true
system.save_state()
steam.userStats.setAchievement('RANGERS_WIN')
steam.userStats.storeStats()
end
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if self.warrior_level >= 2 then
state.achievement_warriors_win = true
system.save_state()
steam.userStats.setAchievement('WARRIORS_WIN')
steam.userStats.storeStats()
end
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if self.mage_level >= 2 then
state.achievement_mages_win = true
system.save_state()
steam.userStats.setAchievement('MAGES_WIN')
steam.userStats.storeStats()
end
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if self.rogue_level >= 2 then
state.achievement_rogues_win = true
system.save_state()
steam.userStats.setAchievement('ROGUES_WIN')
steam.userStats.storeStats()
end
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if self.healer_level >= 2 then
state.achievement_healers_win = true
system.save_state()
steam.userStats.setAchievement('HEALERS_WIN')
steam.userStats.storeStats()
end
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if self.enchanter_level >= 2 then
state.achievement_enchanters_win = true
system.save_state()
steam.userStats.setAchievement('ENCHANTERS_WIN')
steam.userStats.storeStats()
end
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if self.nuker_level >= 2 then
state.achievement_nukers_win = true
system.save_state()
steam.userStats.setAchievement('NUKERS_WIN')
steam.userStats.storeStats()
end
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if self.conjurer_level >= 2 then
state.achievement_conjurers_win = true
system.save_state()
steam.userStats.setAchievement('CONJURERS_WIN')
steam.userStats.storeStats()
end
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if self.psyker_level >= 2 then
state.achievement_psykers_win = true
system.save_state()
steam.userStats.setAchievement('PSYKERS_WIN')
steam.userStats.storeStats()
end
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if self.curser_level >= 2 then
state.achievement_cursers_win = true
system.save_state()
steam.userStats.setAchievement('CURSERS_WIN')
steam.userStats.storeStats()
end
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if self.forcer_level >= 2 then
state.achievement_forcers_win = true
system.save_state()
steam.userStats.setAchievement('FORCERS_WIN')
steam.userStats.storeStats()
end
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if self.swarmer_level >= 2 then
state.achievement_swarmers_win = true
system.save_state()
steam.userStats.setAchievement('SWARMERS_WIN')
steam.userStats.storeStats()
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end
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if self.voider_level >= 2 then
state.achievement_voiders_win = true
system.save_state()
steam.userStats.setAchievement('VOIDERS_WIN')
steam.userStats.storeStats()
end
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if self.sorcerer_level >= 3 then
state.achievement_sorcerers_win = true
system.save_state()
steam.userStats.setAchievement('SORCERERS_WIN')
steam.userStats.storeStats()
end
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if self.mercenary_level >= 2 then
state.achievement_mercenaries_win = true
system.save_state()
steam.userStats.setAchievement('MERCENARIES_WIN')
steam.userStats.storeStats()
end
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local all_units_level_2 = true
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for _, unit in ipairs(self.starting_units) do
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if unit.level ~= 2 then
all_units_level_2 = false
break
end
end
if all_units_level_2 then
state.achievement_level_2_win = true
system.save_state()
steam.userStats.setAchievement('LEVEL_2_WIN')
steam.userStats.storeStats()
end
local units = self.player:get_all_units()
local all_units_level_3 = true
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for _, unit in ipairs(self.starting_units) do
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if unit.level ~= 3 then
all_units_level_3 = false
break
end
end
if all_units_level_3 then
state.achievement_level_3_win = true
system.save_state()
steam.userStats.setAchievement('LEVEL_3_WIN')
steam.userStats.storeStats()
end
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end
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else
if not self.arena_clear_text then self.arena_clear_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 48, lines = {{text = '[wavy_mid, cbyc]arena clear!', font = fat_font, alignment = 'center'}}} end
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self:gain_gold()
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self.t:after(3, function()
if self.level % 3 == 0 then
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input:set_mouse_visible(true)
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self.arena_clear_text.dead = true
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trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end, 'slow_amount')
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trigger:tween(4, camera, {x = gw/2, y = gh/2, r = 0}, math.linear, function() camera.x, camera.y, camera.r = gw/2, gh/2, 0 end)
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self:set_passives()
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RerollButton{group = main.current.ui, x = gw - 40, y = gh - 40, parent = self, force_update = true}
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self.shop_text = Text({{text = '[wavy_mid, fg]gold: [yellow]' .. gold, font = pixul_font, alignment = 'center'}}, global_text_tags)
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self.build_text = Text2{group = self.ui, x = 40, y = 20, force_update = true, lines = {{text = "[wavy_mid, fg]your build", font = pixul_font, alignment = 'center'}}}
for i, unit in ipairs(self.units) do
CharacterPart{group = self.ui, x = 20, y = 40 + (i-1)*19, character = unit.character, level = unit.level, force_update = true, cant_click = true, parent = self}
Text2{group = self.ui, x = 20 + 14 + pixul_font:get_text_width(unit.character)/2, y = 40 + (i-1)*19, force_update = true, lines = {
{text = '[' .. character_color_strings[unit.character] .. ']' .. unit.character, font = pixul_font, alignment = 'left'}
}}
end
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else
self:transition()
end
end, 'transition')
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end
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end
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function Arena:set_passives(from_reroll)
if from_reroll then
self:restore_passives_to_pool(0)
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if self.cards[1] then self.cards[1].dead = true end
if self.cards[2] then self.cards[2].dead = true end
if self.cards[3] then self.cards[3].dead = true end
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self.cards = {}
end
local card_w, card_h = 100, 100
local w = 3*card_w + 2*20
self.choosing_passives = true
self.cards = {}
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local passive_1 = random:table_remove(run_passive_pool)
local passive_2 = random:table_remove(run_passive_pool)
local passive_3 = random:table_remove(run_passive_pool)
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if passive_1 then
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 0*(card_w + 20) + card_w/2 + 45, y = gh/2 - 20, w = card_w, h = card_h, card_i = 1, arena = self, passive = passive_1, force_update = true})
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end
if passive_2 then
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 1*(card_w + 20) + card_w/2 + 45, y = gh/2 - 20, w = card_w, h = card_h, card_i = 2, arena = self, passive = passive_2, force_update = true})
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end
if passive_3 then
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 2*(card_w + 20) + card_w/2 + 45, y = gh/2 - 20, w = card_w, h = card_h, card_i = 3, arena = self, passive = passive_3, force_update = true})
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end
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self.passive_text = Text2{group = self.ui, x = gw/2 + 45, y = gh/2 - 75, lines = {{text = '[fg, wavy]choose one', font = fat_font, alignment = 'center'}}}
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if not passive_1 and not passive_2 and not passive_3 then
self:transition()
end
end
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function Arena:restore_passives_to_pool(j)
for i = 1, 3 do
if i ~= j then
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if self.cards[i] then
table.insert(run_passive_pool, self.cards[i].passive)
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end
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end
end
end
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function Arena:draw()
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self.floor:draw()
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self.main:draw()
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self.post_main:draw()
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self.effects:draw()
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graphics.draw_with_mask(function()
star_canvas:draw(0, 0, 0, 1, 1)
end, function()
camera:attach()
graphics.rectangle(gw/2, gh/2, self.w, self.h, nil, nil, fg[0])
camera:detach()
end, true)
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camera:attach()
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if self.start_time and self.start_time > 0 and not self.choosing_passives then
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graphics.push(gw/2, gh/2 - 48, 0, self.hfx.condition1.x, self.hfx.condition1.x)
graphics.print_centered(tostring(self.start_time), fat_font, gw/2, gh/2 - 48, 0, 1, 1, nil, nil, self.hfx.condition1.f and fg[0] or red[0])
graphics.pop()
end
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if self.boss_level then
if self.start_time <= 0 then
graphics.push(self.x2 - 106, self.y1 - 10, 0, self.hfx.condition2.x, self.hfx.condition2.x)
graphics.print_centered('kill the elite', fat_font, self.x2 - 106, self.y1 - 10, 0, 0.6, 0.6, nil, nil, fg[0])
graphics.pop()
end
else
if self.win_condition then
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if self.win_condition == 'wave' then
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if self.start_time <= 0 then
graphics.push(self.x2 - 50, self.y1 - 10, 0, self.hfx.condition2.x, self.hfx.condition2.x)
graphics.print_centered('wave:', fat_font, self.x2 - 50, self.y1 - 10, 0, 0.6, 0.6, nil, nil, fg[0])
graphics.pop()
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local wave = self.wave
if wave > self.max_waves then wave = self.max_waves end
graphics.push(self.x2 - 25 + fat_font:get_text_width(wave .. '/' .. self.max_waves)/2, self.y1 - 8, 0, self.hfx.condition1.x, self.hfx.condition1.x)
graphics.print(wave .. '/' .. self.max_waves, fat_font, self.x2 - 25, self.y1 - 8, 0, 0.75, 0.75, nil, fat_font.h/2, self.hfx.condition1.f and fg[0] or yellow[0])
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graphics.pop()
end
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end
end
end
camera:detach()
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if self.level == 20 and self.trailer then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end
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if self.choosing_passives or self.won or self.paused or self.died then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end
self.ui:draw()
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if self.shop_text then self.shop_text:draw(gw - 40, gh - 17) end
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if self.in_credits then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent_2) end
self.credits:draw()
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end
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function Arena:die()
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if not self.died_text and not self.won and not self.arena_clear_text then
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input:set_mouse_visible(true)
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self.t:cancel('divine_punishment')
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self.died = true
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locked_state = nil
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system.save_run()
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self.t:tween(2, self, {main_slow_amount = 0}, math.linear, function() self.main_slow_amount = 0 end)
self.died_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 32, lines = {
{text = '[wavy_mid, cbyc]you died...', font = fat_font, alignment = 'center', height_multiplier = 1.25},
}}
self.t:after(2, function()
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self.death_info_text = Text2{group = self.ui, x = gw/2, y = gh/2, sx = 0.7, sy = 0.7, lines = {
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{text = '[wavy_mid, fg]level reached: [wavy_mid, yellow]' .. self.level, font = fat_font, alignment = 'center'},
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}}
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self.restart_button = Button{group = self.ui, x = gw/2, y = gh/2 + 24, force_update = true, button_text = 'restart run (r)', fg_color = 'bg10', bg_color = 'bg', action = function(b)
self.transitioning = true
ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = state.dark_transitions and bg[-2] or fg[0], transition_action = function()
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slow_amount = 1
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gold = 3
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passives = {}
main_song_instance:stop()
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run_passive_pool = {
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'centipede', 'ouroboros_technique_r', 'ouroboros_technique_l', 'amplify', 'resonance', 'ballista', 'call_of_the_void', 'crucio', 'speed_3', 'damage_4', 'shoot_5', 'death_6', 'lasting_7',
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'defensive_stance', 'offensive_stance', 'kinetic_bomb', 'porcupine_technique', 'last_stand', 'seeping', 'deceleration', 'annihilation', 'malediction', 'hextouch', 'whispers_of_doom',
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'tremor', 'heavy_impact', 'fracture', 'meat_shield', 'hive', 'baneling_burst', 'blunt_arrow', 'explosive_arrow', 'divine_machine_arrow', 'chronomancy', 'awakening', 'divine_punishment',
'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism',
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'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance', 'blessing', 'haste', 'divine_barrage', 'orbitism', 'psyker_orbs', 'psychosense', 'rearm', 'taunt', 'summon_instability',
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}
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max_units = 7 + current_new_game_plus
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main:add(BuyScreen'buy_screen')
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system.save_run()
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main:go_to('buy_screen', 1, {}, passives, 1, 0)
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end}
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end)
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return true
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end
end
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function Arena:create_credits()
local open_url = function(b, url)
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
b.spring:pull(0.2, 200, 10)
b.selected = true
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
system.open_url(url)
end
self.in_credits = true
Text2{group = self.credits, x = 60, y = 20, lines = {{text = '[bg10]main dev: ', font = pixul_font}}}
Button{group = self.credits, x = 117, y = 20, button_text = 'a327ex', fg_color = 'bg10', bg_color = 'bg', credits_button = true, action = function(b) open_url(b, 'https://store.steampowered.com/dev/a327ex/') end}
Text2{group = self.credits, x = 60, y = 50, lines = {{text = '[blue]code: ', font = pixul_font}}}
Button{group = self.credits, x = 102, y = 50, button_text = 'love2d', fg_color = 'bluem5', bg_color = 'blue', credits_button = true, action = function(b) open_url(b, 'https://love2d.org') end}
Button{group = self.credits, x = 159, y = 50, button_text = 'bakpakin', fg_color = 'bluem5', bg_color = 'blue', credits_button = true, action = function(b) open_url(b, 'https://github.com/bakpakin/binser') end}
Button{group = self.credits, x = 226, y = 50, button_text = 'davisdude', fg_color = 'bluem5', bg_color = 'blue', credits_button = true, action = function(b) open_url(b, 'https://github.com/davisdude/mlib') end}
Button{group = self.credits, x = 295, y = 50, button_text = 'tesselode', fg_color = 'bluem5', bg_color = 'blue', credits_button = true, action = function(b) open_url(b, 'https://github.com/tesselode/ripple') end}
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Button{group = self.credits, x = 365, y = 50, button_text = 'Davidobot', fg_color = 'bluem5', bg_color = 'blue', credits_button = true, action = function(b) open_url(b, 'https://github.com/Davidobot') end}
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Text2{group = self.credits, x = 60, y = 80, lines = {{text = '[green]music: ', font = pixul_font}}}
Button{group = self.credits, x = 100, y = 80, button_text = 'kubbi', fg_color = 'greenm5', bg_color = 'green', credits_button = true, action = function(b) open_url(b, 'https://kubbimusic.com/album/ember') end}
Text2{group = self.credits, x = 60, y = 110, lines = {{text = '[yellow]sounds: ', font = pixul_font}}}
Button{group = self.credits, x = 135, y = 110, button_text = 'sidearm studios', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
open_url(b, 'https://sidearm-studios.itch.io/ultimate-sound-fx-bundle') end}
Button{group = self.credits, x = 217, y = 110, button_text = 'justinbw', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
open_url(b, 'https://freesound.org/people/JustinBW/sounds/80921/') end}
Button{group = self.credits, x = 279, y = 110, button_text = 'jcallison', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
open_url(b, 'https://freesound.org/people/jcallison/sounds/258269/') end}
Button{group = self.credits, x = 342, y = 110, button_text = 'hybrid_v', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
open_url(b, 'https://freesound.org/people/Hybrid_V/sounds/321215/') end}
Button{group = self.credits, x = 427, y = 110, button_text = 'womb_affliction', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
open_url(b, 'https://freesound.org/people/womb_affliction/sounds/376532/') end}
Button{group = self.credits, x = 106, y = 130, button_text = 'bajko', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
open_url(b, 'https://freesound.org/people/bajko/sounds/399656/') end}
Button{group = self.credits, x = 157, y = 130, button_text = 'benzix2', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
open_url(b, 'https://freesound.org/people/benzix2/sounds/467951/') end}
Button{group = self.credits, x = 204, y = 130, button_text = 'lord', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
open_url(b, 'https://store.steampowered.com/developer/T_TGames') end}
Text2{group = self.credits, x = 70, y = 160, lines = {{text = '[red]playtesters: ', font = pixul_font}}}
Button{group = self.credits, x = 130, y = 160, button_text = 'Jofer', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b)
open_url(b, 'https://twitter.com/JofersGames') end}
Button{group = self.credits, x = 172, y = 160, button_text = 'ekun', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b)
open_url(b, 'https://twitter.com/ekunenuke') end}
Button{group = self.credits, x = 224, y = 160, button_text = 'cvisy_GN', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b)
open_url(b, 'https://twitter.com/cvisy_GN') end}
Button{group = self.credits, x = 292, y = 160, button_text = 'Blue Fairy', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b)
open_url(b, 'https://twitter.com/blue9fairy') end}
Button{group = self.credits, x = 362, y = 160, button_text = 'Phil Blank', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b)
open_url(b, 'https://twitter.com/PhilBlankGames') end}
Button{group = self.credits, x = 440, y = 160, button_text = 'DefineDoddy', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b)
open_url(b, 'https://twitter.com/DefineDoddy') end}
Button{group = self.credits, x = 140, y = 180, button_text = 'Ge0force', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b)
open_url(b, 'https://twitter.com/Ge0forceBE') end}
Button{group = self.credits, x = 193, y = 180, button_text = 'Vlad', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b)
open_url(b, 'https://twitter.com/thecryru') end}
Button{group = self.credits, x = 223, y = 180, button_text = 'F', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b)
open_url(b, 'https://twitter.com/notyps') end}
end
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function Arena:gain_gold()
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local merchant = self.player:get_unit'merchant'
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self.gold_gained = random:int(level_to_gold_gained[self.level][1], level_to_gold_gained[self.level][2])
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self.interest = math.min(math.floor(gold/5), 5) + math.min((merchant and math.floor(gold/10) or 0), 10)
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gold = gold + self.gold_gained + self.gold_picked_up + self.interest
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end
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function Arena:transition()
self.transitioning = true
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if not self.lock then locked_state = nil end
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ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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TransitionEffect{group = main.transitions, x = self.player.x, y = self.player.y, color = state.dark_transitions and bg[-2] or self.color, transition_action = function(t)
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if self.level % 2 == 0 and self.shop_level < 5 then
self.shop_xp = self.shop_xp + 1
local max_xp = 0
if self.shop_level == 1 then max_xp = 3
elseif self.shop_level == 2 then max_xp = 4
elseif self.shop_level == 3 then max_xp = 5
elseif self.shop_level == 4 then max_xp = 6
elseif self.shop_level == 5 then max_xp = 0 end
if self.shop_xp >= max_xp then
self.shop_xp = 0
self.shop_level = self.shop_level + 1
end
end
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slow_amount = 1
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main:add(BuyScreen'buy_screen')
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system.save_run(self.level+1, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
main:go_to('buy_screen', self.level+1, self.units, self.passives, self.shop_level, self.shop_xp)
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t.t:after(0.1, function()
t.text:set_text({
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{text = '[nudge_down, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']gold gained: ' .. tostring(self.gold_gained or 0) .. ' + ' .. tostring(self.gold_picked_up or 0), font = pixul_font,
alignment = 'center', height_multiplier = 1.5},
{text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']interest: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']total: 0', font = pixul_font, alignment = 'center'}
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})
_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
t.t:after(0.2, function()
t.text:set_text({
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{text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']gold gained: ' .. tostring(self.gold_gained or 0) .. ' + ' .. tostring(self.gold_picked_up or 0), font = pixul_font,
alignment = 'center', height_multiplier = 1.5},
{text = '[nudge_down, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']interest: ' .. tostring(self.interest or 0), font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']total: 0', font = pixul_font, alignment = 'center'}
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})
_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
t.t:after(0.2, function()
t.text:set_text({
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{text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']gold gained: ' .. tostring(self.gold_gained or 0) .. ' + ' .. tostring(self.gold_picked_up or 0), font = pixul_font,
alignment = 'center', height_multiplier = 1.5},
{text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']interest: ' .. tostring(self.interest or 0), font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[nudge_down, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']total: ' .. tostring((self.gold_gained or 0) + (self.interest or 0) + (self.gold_picked_up or 0)), font = pixul_font, alignment = 'center'}
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})
_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
end)
end)
end)
end, text = Text({
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{text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']gold gained: 0 + 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']interest: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']total: 0', font = pixul_font, alignment = 'center'}
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}, global_text_tags)}
end
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function Arena:spawn_distributed_enemies()
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self.spawning_enemies = true
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local t = {'4', '4+4', '4+4+4', '2x4', '3x4', '4x2'}
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local spawn_type = t[random:weighted_pick(20, 20, 10, 15, 10, 15)]
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local spawn_points = table.copy(self.spawn_points)
if spawn_type == '4' then
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local p = random:table_remove(spawn_points)
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function()
self:spawn_n_enemies(p)
end)
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self.t:after(1.5, function() self.spawning_enemies = false end, 'spawning_enemies')
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elseif spawn_type == '4+4' then
local p = random:table_remove(spawn_points)
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SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function()
self:spawn_n_enemies(p)
self.t:after(2, function() self:spawn_n_enemies(p) end)
end)
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self.t:after(3.5, function() self.spawning_enemies = false end, 'spawning_enemies')
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elseif spawn_type == '4+4+4' then
local p = random:table_remove(spawn_points)
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SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function()
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self:spawn_n_enemies(p)
self.t:after(1, function()
self:spawn_n_enemies(p)
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self.t:after(1, function()
self:spawn_n_enemies(p)
end)
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end)
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end)
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self.t:after(3.5, function() self.spawning_enemies = false end, 'spawning_enemies')
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elseif spawn_type == '2x4' then
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self.t:after({0, 0.2}, function()
local p = random:table_remove(spawn_points)
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, 1) end)
end)
self.t:after({0, 0.2}, function()
local p = random:table_remove(spawn_points)
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, 2) end)
end)
self.t:after(1.5, function() self.spawning_enemies = false end, 'spawning_enemies')
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elseif spawn_type == '3x4' then
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self.t:after({0, 0.2}, function()
local p = random:table_remove(spawn_points)
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, 1) end)
end)
self.t:after({0, 0.2}, function()
local p = random:table_remove(spawn_points)
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, 2) end)
end)
self.t:after({0, 0.2}, function()
local p = random:table_remove(spawn_points)
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, 3) end)
end)
self.t:after(1.5, function() self.spawning_enemies = false end, 'spawning_enemies')
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elseif spawn_type == '4x2' then
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self.t:after({0, 0.2}, function()
local p = random:table_remove(spawn_points)
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, 1, 2) end)
end)
self.t:after({0, 0.2}, function()
local p = random:table_remove(spawn_points)
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, 2, 2) end)
end)
self.t:after({0, 0.2}, function()
local p = random:table_remove(spawn_points)
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, 3, 2) end)
end)
self.t:after({0, 0.2}, function()
local p = random:table_remove(spawn_points)
SpawnMarker{group = self.effects, x = p.x, y = p.y}
self.t:after(0.75, function() self:spawn_n_enemies(p, 4, 2) end)
end)
self.t:after(1.5, function() self.spawning_enemies = false end, 'spawning_enemies')
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end
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end
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function Arena:spawn_n_enemies(p, j, n, pass)
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if self.died then return end
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if self.arena_clear_text then return end
if self.quitting then return end
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if self.won then return end
if self.choosing_passives then return end
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if n and n <= 0 then return end
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j = j or 1
n = n or 4
self.last_spawn_enemy_time = love.timer.getTime()
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local check_circle = Circle(0, 0, 2)
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self.t:every(0.1, function()
local o = self.spawn_offsets[(self.t:get_every_iteration('spawn_enemies_' .. j) % 5) + 1]
SpawnEffect{group = self.effects, x = p.x + o.x, y = p.y + o.y, action = function(x, y)
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spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15}
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if not pass then
check_circle:move_to(x, y)
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local objects = self.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Player, Illusion, Volcano, Saboteur, Pet, Turret})
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if #objects > 0 then self.enemy_spawns_prevented = self.enemy_spawns_prevented + 1; return end
end
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if random:bool(table.reduce(level_to_elite_spawn_weights[self.level], function(memo, v) return memo + v end)) then
local elite_type = level_to_elite_spawn_types[self.level][random:weighted_pick(unpack(level_to_elite_spawn_weights[self.level]))]
Seeker{group = self.main, x = x, y = y, character = 'seeker', level = self.level,
speed_booster = elite_type == 'speed_booster', exploder = elite_type == 'exploder', shooter = elite_type == 'shooter', headbutter = elite_type == 'headbutter', tank = elite_type == 'tank', spawner = elite_type == 'spawner'}
else
Seeker{group = self.main, x = x, y = y, character = 'seeker', level = self.level}
end
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end}
end, n, nil, 'spawn_enemies_' .. j)
end
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CharacterHP = Object:extend()
CharacterHP:implement(GameObject)
function CharacterHP:init(args)
self:init_game_object(args)
self.hfx:add('hit', 1)
self.cooldown_ratio = 0
end
function CharacterHP:update(dt)
self:update_game_object(dt)
local t, d = self.parent.t:get_timer_and_delay'shoot'
if t and d then
local m = self.parent.t:get_every_multiplier'shoot'
self.cooldown_ratio = math.min(t/(d*m), 1)
end
local t, d = self.parent.t:get_timer_and_delay'attack'
if t and d then
local m = self.parent.t:get_every_multiplier'attack'
self.cooldown_ratio = math.min(t/(d*m), 1)
end
local t, d = self.parent.t:get_timer_and_delay'heal'
if t and d then self.cooldown_ratio = math.min(t/d, 1) end
local t, d = self.parent.t:get_timer_and_delay'buff'
if t and d then self.cooldown_ratio = math.min(t/d, 1) end
local t, d = self.parent.t:get_timer_and_delay'spawn'
if t and d then self.cooldown_ratio = math.min(t/d, 1) end
end
function CharacterHP:draw()
graphics.push(self.x, self.y, 0, self.hfx.hit.x, self.hfx.hit.x)
graphics.rectangle(self.x, self.y - 2, 14, 4, 2, 2, self.parent.dead and bg[5] or (self.hfx.hit.f and fg[0] or _G[character_color_strings[self.parent.character]][-2]), 2)
if self.parent.hp > 0 then
graphics.rectangle2(self.x - 7, self.y - 4, 14*(self.parent.hp/self.parent.max_hp), 4, nil, nil, self.parent.dead and bg[5] or (self.hfx.hit.f and fg[0] or _G[character_color_strings[self.parent.character]][-2]))
end
if not self.parent.dead then
graphics.line(self.x - 8, self.y + 5, self.x - 8 + 15.5*self.cooldown_ratio, self.y + 5, self.hfx.hit.f and fg[0] or _G[character_color_strings[self.parent.character]][-2], 2)
end
graphics.pop()
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if state.cooldown_snake then
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if table.any(non_cooldown_characters, function(v) return v == self.parent.character end) then return end
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local p = self.parent
graphics.push(p.x, p.y, 0, self.hfx.hit.x, self.hfx.hit.y)
if not p.dead then
graphics.line(p.x - 4, p.y + 8, p.x - 4 + 8, p.y + 8, self.hfx.hit.f and fg[0] or bg[-2], 2)
graphics.line(p.x - 4, p.y + 8, p.x - 4 + 8*self.cooldown_ratio, p.y + 8, self.hfx.hit.f and fg[0] or _G[character_color_strings[p.character]][-2], 2)
end
graphics.pop()
end
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end
function CharacterHP:change_hp()
self.hfx:use('hit', 0.5)
end