Maintenance update 3
parent
990305f48e
commit
1c42813521
10
arena.lua
10
arena.lua
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@ -104,8 +104,6 @@ function Arena:on_enter(from, level, loop, units, passives, shop_level, shop_xp,
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if self.level == 1000 then
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if self.level == 1000 then
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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'}}}
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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'}}}
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-- 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'}}}
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-- 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 - (25*self.loop)) % 6 == 0 or self.level % 25 == 0 then
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elseif (self.level - (25*self.loop)) % 6 == 0 or self.level % 25 == 0 then
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self.boss_level = true
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self.boss_level = true
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@ -254,17 +252,9 @@ function Arena:on_enter(from, level, loop, units, passives, shop_level, shop_xp,
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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'}}}
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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'}}}
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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 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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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'}}}
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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)
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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)
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t2.t:after(8, function() t2.t:tween(0.2, t2, {sy = 0}, math.linear, function() t2.sy = 0 end) end)
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t2.t:after(8, function() t2.t:tween(0.2, t2, {sy = 0}, math.linear, function() t2.sy = 0 end) end)
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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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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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end
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-- Calculate class levels
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-- Calculate class levels
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@ -170,18 +170,6 @@ function BuyScreen:on_enter(from, level, loop, units, passives, shop_level, shop
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trigger:tween(1, main_song_instance, {volume = 0.2, pitch = 1}, math.linear)
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trigger:tween(1, main_song_instance, {volume = 0.2, pitch = 1}, math.linear)
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--[[
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if self.level == 1 then
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self.screen_text = Text2{group = self.ui, x = gw/2, y = gh/2, lines = {
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{text = '[bg3]press K if screen is too large', font = pixul_font, alignment = 'center'},
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{text = '[bg3]press L if screen is too small', font = pixul_font, alignment = 'center'},
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}}
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self.t:after(8, function()
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self.t:tween(0.2, self.screen_text, {sy = 0}, math.linear, function() self.screen_text.sy = 0 end)
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end)
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end
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]]--
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locked_state = {locked = self.locked, cards = {self.cards[1] and self.cards[1].unit, self.cards[2] and self.cards[2].unit, self.cards[3] and self.cards[3].unit}}
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locked_state = {locked = self.locked, cards = {self.cards[1] and self.cards[1].unit, self.cards[2] and self.cards[2].unit, self.cards[3] and self.cards[3].unit}}
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system.save_run(self.level, self.loop, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
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system.save_run(self.level, self.loop, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
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end
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end
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10
enemies.lua
10
enemies.lua
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@ -170,15 +170,6 @@ function Seeker:init(args)
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self:set_as_steerable(self.v, 2000, 4*math.pi, 4)
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self:set_as_steerable(self.v, 2000, 4*math.pi, 4)
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end
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end
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--[[
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if random:bool(35) then
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local n = random:int(1, 3)
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self.speed_booster = n == 1
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self.exploder = n == 2
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self.headbutter = n == 3
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end
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]]--
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if self.speed_booster then
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if self.speed_booster then
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self.color = green[0]:clone()
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self.color = green[0]:clone()
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self.area_sensor = Circle(self.x, self.y, 128)
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self.area_sensor = Circle(self.x, self.y, 128)
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@ -604,6 +595,7 @@ function Seeker:hit(damage, projectile, dot, from_enemy)
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if pyrod then
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if pyrod then
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trigger:after(0.01, function()
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trigger:after(0.01, function()
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if not main.current.main.world then return end
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Area{group = main.current.main, x = self.x, y = self.y, color = red[0], w = 32*pyrod.parent.area_size_m, r = random:float(0, 2*math.pi), dmg = pyrod.parent.area_dmg_m*pyrod.dmg,
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Area{group = main.current.main, x = self.x, y = self.y, color = red[0], w = 32*pyrod.parent.area_size_m, r = random:float(0, 2*math.pi), dmg = pyrod.parent.area_dmg_m*pyrod.dmg,
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character = pyrod.character, level = pyrod.level, parent = pyrod.parent}
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character = pyrod.character, level = pyrod.level, parent = pyrod.parent}
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end)
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end)
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4
main.lua
4
main.lua
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@ -14,10 +14,6 @@ function init()
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input:bind('move_left', {'a', 'left', 'dpleft', 'm1'})
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input:bind('move_left', {'a', 'left', 'dpleft', 'm1'})
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input:bind('move_right', {'d', 'e', 's', 'right', 'dpright', 'm2'})
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input:bind('move_right', {'d', 'e', 's', 'right', 'dpright', 'm2'})
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--[[
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input:bind('move_up', {'w', 'up', 'dpup'})
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input:bind('move_down', {'s', 'down', 'dpdown'})
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]]--
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input:bind('enter', {'space', 'return', 'fleft', 'fdown', 'fright'})
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input:bind('enter', {'space', 'return', 'fleft', 'fdown', 'fright'})
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local s = {tags = {sfx}}
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local s = {tags = {sfx}}
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10
player.lua
10
player.lua
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@ -681,10 +681,10 @@ function Player:init(args)
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local units = self:get_all_units()
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local units = self:get_all_units()
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local unit_1 = random:table(units)
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local unit_1 = random:table(units)
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local runs = 0
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local runs = 0
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while table.any(non_attacking_characters, function(v) return v == unit_1 end) and runs < 1000 do unit_1 = random:table(units); runs = runs + 1 end
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while table.any(non_attacking_characters, function(v) return v == unit_1.character end) and runs < 1000 do unit_1 = random:table(units); runs = runs + 1 end
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local unit_2 = random:table(units)
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local unit_2 = random:table(units)
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local runs = 0
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local runs = 0
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while table.any(non_attacking_characters, function(v) return v == unit_2 end) and runs < 1000 do unit_2 = random:table(units); runs = runs + 1 end
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while table.any(non_attacking_characters, function(v) return v == unit_2.character end) and runs < 1000 do unit_2 = random:table(units); runs = runs + 1 end
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if unit_1 then
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if unit_1 then
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unit_1.fairy_aspd_m = 3
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unit_1.fairy_aspd_m = 3
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unit_1.fairyd = true
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unit_1.fairyd = true
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@ -716,7 +716,7 @@ function Player:init(args)
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else
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else
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local unit = random:table(self:get_all_units())
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local unit = random:table(self:get_all_units())
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local runs = 0
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local runs = 0
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while table.any(non_attacking_characters, function(v) return v == unit end) and runs < 1000 do unit = random:table(self:get_all_units()); runs = runs + 1 end
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while table.any(non_attacking_characters, function(v) return v == unit.character end) and runs < 1000 do unit = random:table(self:get_all_units()); runs = runs + 1 end
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if unit then
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if unit then
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unit.fairyd = true
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unit.fairyd = true
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unit.fairy_aspd_m = 2
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unit.fairy_aspd_m = 2
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@ -925,7 +925,7 @@ function Player:init(args)
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end
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end
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local mage = random:table(mages)
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local mage = random:table(mages)
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local runs = 0
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local runs = 0
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while table.any(non_attacking_characters, function(v) return v == mage end) and runs < 1000 do mage = random:table(mages); runs = runs + 1 end
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while table.any(non_attacking_characters, function(v) return v == mage.character end) and runs < 1000 do mage = random:table(mages); runs = runs + 1 end
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if mage then
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if mage then
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mage.awakening_aspd_m = (self.awakening == 1 and 1.5) or (self.awakening == 2 and 1.75) or (self.awakening == 3 and 2)
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mage.awakening_aspd_m = (self.awakening == 1 and 1.5) or (self.awakening == 2 and 1.75) or (self.awakening == 3 and 2)
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mage.awakening_dmg_m = (self.awakening == 1 and 1.5) or (self.awakening == 2 and 1.75) or (self.awakening == 3 and 2)
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mage.awakening_dmg_m = (self.awakening == 1 and 1.5) or (self.awakening == 2 and 1.75) or (self.awakening == 3 and 2)
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@ -1011,7 +1011,7 @@ function Player:init(args)
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if enchanter_amount >= 2 then
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if enchanter_amount >= 2 then
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local unit = random:table(units)
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local unit = random:table(units)
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local runs = 0
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local runs = 0
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while table.any(non_attacking_characters, function(v) return v == unit end) and runs < 1000 do unit = random:table(units); runs = runs + 1 end
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while table.any(non_attacking_characters, function(v) return v == unit.character end) and runs < 1000 do unit = random:table(units); runs = runs + 1 end
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unit.enchanted_aspd_m = (self.enchanted == 1 and 1.33) or (self.enchanted == 2 and 1.66) or (self.enchanted == 3 and 1.99)
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unit.enchanted_aspd_m = (self.enchanted == 1 and 1.33) or (self.enchanted == 2 and 1.66) or (self.enchanted == 3 and 1.99)
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end
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end
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end)
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end)
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