Day 5
parent
9d3f777342
commit
2ff3cb9445
27
arena.lua
27
arena.lua
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@ -13,6 +13,7 @@ function Arena:on_enter(from, level)
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self.level = level or 1
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self.main = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile'})
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self.post_main = Group()
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self.effects = Group()
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self.ui = Group():no_camera()
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self.main:disable_collision_between('player', 'player')
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@ -44,16 +45,17 @@ function Arena:on_enter(from, level)
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Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x2, -40, gw + 40, gh + 40), color = bg[-1]}
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Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x1, -40, self.x2, self.y1), color = bg[-1]}
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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]}
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WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x2, -40, gw + 40, gh + 40), color = bg[-1]}
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WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x1, -40, self.x2, self.y1), color = bg[-1]}
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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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self.player = Player{group = self.main, x = gw/2, y = gh/2, leader = true, character = 'scout'}
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--self.player:add_follower(Player{group = self.main, character = 'scout'})
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--[[
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self.player = Player{group = self.main, x = gw/2, y = gh/2, leader = true, character = 'swordsman'}
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self.player:add_follower(Player{group = self.main, character = 'archer'})
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self.player:add_follower(Player{group = self.main, character = 'vagrant'})
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self.player:add_follower(Player{group = self.main, character = 'vagrant'})
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self.player:add_follower(Player{group = self.main, character = 'vagrant'})
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self.player:add_follower(Player{group = self.main, character = 'vagrant'})
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self.player:add_follower(Player{group = self.main, character = 'vagrant'})
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]]--
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self.player:add_follower(Player{group = self.main, character = 'cleric'})
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self.player:add_follower(Player{group = self.main, character = 'scout'})
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self.player:add_follower(Player{group = self.main, character = 'wizard'})
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self.win_condition = random:table{'time', 'enemy_kill', 'wave'}
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if self.win_condition == 'wave' then
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@ -68,9 +70,11 @@ function Arena:on_enter(from, level)
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self.start_time = 3
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self.t:after(1, function()
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self.t:every(1, function()
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if self.start_time > 1 then alert1:play{volume = 0.5} end
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self.start_time = self.start_time - 1
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self.hfx:use('condition1', 0.25, 200, 10)
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end, 3, function()
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alert1:play{pitch = 1.2, volume = 0.5}
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camera:shake(4, 0.25)
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SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48}
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self.wave = 0
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@ -101,9 +105,11 @@ function Arena:on_enter(from, level)
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self.start_time = 3
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self.t:after(1, function()
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self.t:every(1, function()
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if self.start_time > 1 then alert1:play{volume = 0.5} end
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self.start_time = self.start_time - 1
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self.hfx:use('condition1', 0.25, 200, 10)
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end, 3, function()
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alert1:play{pitch = 1.2, volume = 0.5}
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camera:shake(4, 0.25)
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SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48}
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self:spawn_distributed_enemies()
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@ -127,9 +133,11 @@ function Arena:on_enter(from, level)
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self.start_time = 3
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self.t:after(1, function()
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self.t:every(1, function()
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if self.start_time > 1 then alert1:play{volume = 0.5} end
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self.start_time = self.start_time - 1
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self.hfx:use('condition1', 0.25, 200, 10)
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end, 3, function()
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alert1:play{pitch = 1.2, volume = 0.5}
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camera:shake(4, 0.25)
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SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48}
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self.t:every(1, function()
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@ -152,6 +160,7 @@ end
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function Arena:update(dt)
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self:update_game_object(dt*slow_amount)
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self.main:update(dt*slow_amount)
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self.post_main:update(dt*slow_amount)
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self.effects:update(dt*slow_amount)
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self.ui:update(dt*slow_amount)
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@ -179,6 +188,7 @@ end
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function Arena: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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self.ui:draw()
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@ -279,6 +289,7 @@ function Arena:spawn_n_enemies(p, j, n)
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self.t:every(0.1, function()
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local o = self.spawn_offsets[(self.t:get_every_iteration('spawn_enemies_' .. j) % 5) + 1]
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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 self.level == 1 then
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Seeker{group = self.main, x = x, y = y, character = 'seeker'}
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elseif self.level == 2 then
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@ -90,3 +90,10 @@ The classes are:
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I'm not sure what I should focus on next. I know that there's sounds left to add, but after that I should probably start doing the actual game progression, but for that I think need a bunch more characters.
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I should probably try to think of a cast of maybe 15-20 characters (however that number should be as low as possible) that fills up the current classes to their multiple levels. Levels possible are: 1, 2, 3, 2/4, 2/4/6 and 3/6.
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# Day 5 - 21/02/21
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Sounds done for everything. Surprising to me how much sounds added to the game and helped me sell all the different attacks way better than with just graphics.
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I should probably make it a habit to add sounds earlier rather than later from now on.
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Tomorrow I should probably ideaguy the full set of characters and classes that I'll need so that the game is playable and start on implementing those additional characters as well as some class bonuses.
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18
enemies.lua
18
enemies.lua
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@ -59,11 +59,29 @@ function Seeker:on_collision_enter(other, contact)
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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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hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
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end
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end
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end
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function Seeker:hit(damage)
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if self.dead then return end
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self.hfx:use('hit', 0.25, 200, 10)
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self:show_hp()
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local actual_damage = self:calculate_damage(damage)
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self.hp = self.hp - actual_damage
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if self.hp <= 0 then
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self.dead = true
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for i = 1, random:int(4, 6) do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end
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HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 12}:scale_down(0.3):change_color(0.5, self.color)
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main.current:enemy_killed()
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_G[random:table{'enemy_die1', 'enemy_die2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.5}
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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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@ -167,6 +167,7 @@ end
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function Group:add(object)
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local class = getmetatable(object)
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object.group = self
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if not object.id then object.id = random:uid() end
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self.objects.by_id[object.id] = object
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if not self.objects.by_class[class] then self.objects.by_class[class] = {} end
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28
main.lua
28
main.lua
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@ -14,6 +14,34 @@ function init()
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input:bind('move_up', {'w', 'up'})
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input:bind('move_down', {'s', 'down'})
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sfx_tag = {tags = {sfx}}
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shoot1 = Sound('Shooting Projectile (Classic) 11.ogg', s)
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archer1 = Sound('Releasing Bow String 1.ogg', s)
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wizard1 = Sound('Wind Bolt 20.ogg', s)
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swordsman1 = Sound('Heavy sword woosh 1.ogg', s)
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swordsman2 = Sound('Heavy sword woosh 19.ogg', s)
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scout1 = Sound('Throwing Knife (Thrown) 3.ogg', s)
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scout2 = Sound('Throwing Knife (Thrown) 4.ogg', s)
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arrow_hit_wall1 = Sound('Arrow Impact wood 3.ogg', s)
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arrow_hit_wall2 = Sound('Arrow Impact wood 1.ogg', s)
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hit1 = Sound('Player Takes Damage 17.ogg', s)
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hit2 = Sound('Body Head (Headshot) 1.ogg', s)
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hit3 = Sound('Kick 16.ogg', s)
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proj_hit_wall1 = Sound('Player Takes Damage 2.ogg', s)
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enemy_die1 = Sound('Bloody punches 7.ogg', s)
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enemy_die2 = Sound('Bloody punches 10.ogg', s)
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magic_area1 = Sound('Fire bolt 10.ogg', s)
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magic_hit1 = Sound('Shadow Punch 1.ogg', s)
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magic_die1 = Sound('Magical Impact 27.ogg', s)
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knife_hit_wall1 = Sound('Shield Impacts Sword 1.ogg', s)
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player_hit1 = Sound('Body Fall 2.ogg', s)
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player_hit2 = Sound('Body Fall 18.ogg', s)
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player_hit_wall1 = Sound('Wood Heavy 5.ogg', s)
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pop1 = Sound('Pop sounds 10.ogg', s)
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heal1 = Sound('Buff 3.ogg', s)
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spawn1 = Sound('Buff 13.ogg', s)
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alert1 = Sound('Alert sounds 3.ogg', s)
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main = Main()
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main:add(Arena'arena')
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main:go_to'arena'
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124
objects.lua
124
objects.lua
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@ -1,8 +1,73 @@
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WallKnife = Object:extend()
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WallKnife:implement(GameObject)
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WallKnife:implement(Physics)
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function WallKnife:init(args)
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self:init_game_object(args)
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self:set_as_rectangle(10, 4, 'dynamic', 'projectile')
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self.hfx:add('hit', 1)
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self.hfx:use('hit', 0.25)
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self.t:tween({0.8, 1.6}, self, {v = 0}, math.linear, function()
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self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)
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end)
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self.vr = self.r
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self.dvr = random:table{random:float(-8*math.pi, -4*math.pi), random:float(4*math.pi, 8*math.pi)}
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end
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function WallKnife:update(dt)
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self:update_game_object(dt)
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self:set_angle(self.r)
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self:move_along_angle(self.v, self.r)
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self.vr = self.vr + self.dvr*dt
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end
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function WallKnife:draw()
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if self.hidden then return end
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graphics.push(self.x, self.y, self.vr, self.hfx.hit.x, self.hfx.hit.x)
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graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 2, 2, self.hfx.hit.f and fg[0] or self.color)
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graphics.pop()
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end
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WallArrow = Object:extend()
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WallArrow:implement(GameObject)
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function WallArrow:init(args)
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self:init_game_object(args)
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self.shape = Rectangle(self.x, self.y, 10, 4)
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self.hfx:add('hit', 1)
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self.hfx:use('hit', 0.25)
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self.t:after({0.8, 2}, function()
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self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)
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end)
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end
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function WallArrow:update(dt)
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self:update_game_object(dt)
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end
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function WallArrow:draw()
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if self.hidden then return end
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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, 2, 2, self.hfx.hit.f and fg[0] or self.color)
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graphics.pop()
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end
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Unit = Object:extend()
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function Unit:init_unit()
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self.hfx:add('hit', 1)
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self.hfx:add('shoot', 1)
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self.hp_bar = HPBar{group = main.current.effects, parent = self}
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self.heal_bar = HealBar{group = main.current.effects, parent = self}
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end
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@ -16,6 +81,7 @@ function Unit:bounce(nx, ny)
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self:set_velocity(-vx, vy)
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self.r = math.pi - self.r
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end
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return self.r
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end
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@ -25,32 +91,9 @@ function Unit:show_hp(n)
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end
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function Unit:hit(damage)
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if self.dead then return end
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self.hfx:use('hit', 0.25, 200, 10)
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self:show_hp()
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local actual_damage = self:calculate_damage(damage)
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self.hp = self.hp - actual_damage
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if self:is(Player) then
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if actual_damage >= 20 then
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camera:shake(2, 1)
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slow(0.25, 1)
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else
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camera:shake(2, 0.5)
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end
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end
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if self.hp <= 0 then
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self.dead = true
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for i = 1, random:int(4, 6) do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end
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HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 12}:scale_down(0.3):change_color(0.5, self.color)
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if table.any(main.current.enemies, function(v) return self:is(v) end) then
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main.current:enemy_killed()
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end
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end
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function Unit:show_heal(n)
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self.heal_bar.hidden = false
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self.t:after(n or 4, function() self.heal_bar.hidden = true end, 'heal_bar')
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end
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HealBar = Object:extend()
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HealBar:implement(GameObject)
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HealBar:implement(Parent)
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function HealBar:init(args)
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self:init_game_object(args)
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self.hidden = true
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self.color = green[0]
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self.color_transparent = Color(self.color.r, self.color.g, self.color.b, 0.2)
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end
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function HealBar:update(dt)
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self:update_game_object(dt)
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self:follow_parent_exclusively()
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end
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function HealBar:draw()
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if self.hidden then return end
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local p = self.parent
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graphics.push(p.x, p.y, 0, p.hfx.hit.x, p.hfx.hit.x)
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graphics.rectangle(p.x, p.y, 1.25*p.shape.w, 1.25*p.shape.h, 2, 2, self.color_transparent)
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graphics.rectangle(p.x, p.y, 1.25*p.shape.w, 1.25*p.shape.h, 2, 2, self.color, 1)
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graphics.pop()
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end
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HPBar = Object:extend()
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HPBar:implement(GameObject)
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HPBar:implement(Parent)
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139
player.lua
139
player.lua
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@ -30,7 +30,7 @@ function Player:init(args)
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self.t:every(3, function()
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local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies)
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if enemies and #enemies > 0 then
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self:attack()
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self:attack(96)
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end
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end, nil, nil, 'attack')
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@ -40,7 +40,7 @@ function Player:init(args)
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self.visual_shape = 'rectangle'
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self.classes = {'mage'}
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self.attack_sensor = Circle(self.x, self.y, 64)
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self.attack_sensor = Circle(self.x, self.y, 128)
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self.t:every(2, function()
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local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
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if closest_enemy then
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@ -75,6 +75,25 @@ function Player:init(args)
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self:shoot(self:angle_to_object(closest_enemy), {chain = 3})
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end
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end, nil, nil, 'shoot')
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elseif self.character == 'cleric' then
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self.color = green[0]
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = {'healer'}
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self.last_heal_time = love.timer.getTime()
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self.t:every(2, function()
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local followers
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local leader = (self.leader and self) or self.parent
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if self.leader then followers = self.followers else followers = self.parent.followers end
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if (table.any(followers, function(v) return v.hp <= 0.5*v.max_hp end) or (leader.hp <= 0.5*leader.max_hp)) and love.timer.getTime() - self.last_heal_time > 6 then
|
||||
self.last_heal_time = love.timer.getTime()
|
||||
if self.leader then self:heal(0.1*self.max_hp) else self.parent:heal(0.1*self.parent.max_hp) end
|
||||
for _, f in ipairs(followers) do f:heal(0.1*f.max_hp) end
|
||||
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
end
|
||||
end)
|
||||
end
|
||||
self:calculate_stats(true)
|
||||
|
||||
|
@ -93,9 +112,7 @@ function Player:update(dt)
|
|||
self:update_game_object(dt)
|
||||
self:calculate_stats()
|
||||
|
||||
if self.character == 'archer' then print(self.aspd_m) end
|
||||
|
||||
self.attack_sensor:move_to(self.x, self.y)
|
||||
if self.attack_sensor then self.attack_sensor:move_to(self.x, self.y) end
|
||||
self.t:set_every_multiplier('shoot', self.aspd_m)
|
||||
self.t:set_every_multiplier('attack', self.aspd_m)
|
||||
|
||||
|
@ -136,6 +153,7 @@ function Player:update(dt)
|
|||
self:set_position(p.x, p.y)
|
||||
self.r = p.r
|
||||
if not self.following then
|
||||
spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15}
|
||||
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
|
||||
|
@ -161,9 +179,22 @@ 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())
|
||||
if self.leader then
|
||||
self.hfx:use('hit', 0.5, 200, 10, 0.1)
|
||||
camera:spring_shake(2, math.pi - self.r)
|
||||
self:bounce(contact:getNormal())
|
||||
local r = random:float(0.9, 1.1)
|
||||
player_hit_wall1:play{pitch = r, volume = 0.1}
|
||||
pop1:play{pitch = r, volume = 0.2}
|
||||
|
||||
for i, f in ipairs(self.followers) do
|
||||
trigger:after(i*0.002*self.v, function()
|
||||
f.hfx:use('hit', 0.5, 200, 10, 0.1)
|
||||
player_hit_wall1:play{pitch = r + 0.025*i, volume = 0.1}
|
||||
pop1:play{pitch = r + 0.05*i, volume = 0.2}
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
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))
|
||||
|
@ -176,6 +207,36 @@ function Player:on_collision_enter(other, contact)
|
|||
end
|
||||
|
||||
|
||||
function Player: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
|
||||
_G[random:table{'player_hit1', 'player_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
camera:shake(4, 0.5)
|
||||
|
||||
if self.hp <= 0 then
|
||||
slow(0.25, 1)
|
||||
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
|
||||
end
|
||||
|
||||
|
||||
function Player:heal(amount)
|
||||
local hp = self.hp
|
||||
|
||||
self.hfx:use('hit', 0.25, 200, 10)
|
||||
self:show_hp(1.5)
|
||||
self:show_heal(1.5)
|
||||
self.hp = self.hp + amount
|
||||
if self.hp > self.max_hp then self.hp = self.max_hp end
|
||||
end
|
||||
|
||||
|
||||
function Player:add_follower(unit)
|
||||
table.insert(self.followers, unit)
|
||||
unit.parent = self
|
||||
|
@ -187,16 +248,30 @@ function Player:shoot(r, mods)
|
|||
camera:spring_shake(2, r)
|
||||
self.hfx:use('shoot', 0.25)
|
||||
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6}
|
||||
local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 250, r = r, color = self.color, dmg = self.dmg}
|
||||
local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 250, r = r, color = self.color, dmg = self.dmg, character = self.character}
|
||||
Projectile(table.merge(t, mods or {}))
|
||||
|
||||
if self.character == 'vagrant' then
|
||||
shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.3}
|
||||
elseif self.character == 'archer' then
|
||||
archer1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
elseif self.character == 'wizard' then
|
||||
wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.15}
|
||||
elseif self.character == 'scout' then
|
||||
_G[random:table{'scout1', 'scout2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function Player:attack(mods)
|
||||
function Player:attack(area, mods)
|
||||
camera:shake(2, 0.5)
|
||||
self.hfx:use('shoot', 0.25)
|
||||
local t = {group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.area_size_m*64, color = self.color, dmg = self.area_dmg_m*self.dmg}
|
||||
local t = {group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.area_size_m*(area or 64), color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character}
|
||||
Area(table.merge(t, mods or {}))
|
||||
|
||||
if self.character == 'swordsman' then
|
||||
_G[random:table{'swordsman1', 'swordsman2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.75}
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
@ -238,8 +313,8 @@ function Projectile:die(x, y, r, n)
|
|||
HitCircle{group = main.current.effects, x = x, y = y}:scale_down()
|
||||
self.dead = true
|
||||
|
||||
if self.wizard then
|
||||
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.wizard.area_size_m*32, color = self.color, dmg = self.wizard.area_dmg_m*self.dmg}
|
||||
if self.character == 'wizard' then
|
||||
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.wizard.area_size_m*32, color = self.color, dmg = self.wizard.area_dmg_m*self.dmg, character = self.character}
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -254,7 +329,24 @@ function Projectile:on_collision_enter(other, contact)
|
|||
else r = 0 end
|
||||
|
||||
if other:is(Wall) then
|
||||
self:die(x, y, r, random:int(2, 3))
|
||||
if self.character == 'archer' then
|
||||
self:die(x, y, r, 0)
|
||||
_G[random:table{'arrow_hit_wall1', 'arrow_hit_wall2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.2}
|
||||
WallArrow{group = main.current.main, x = x, y = y, r = self.r, color = self.color}
|
||||
elseif self.character == 'scout' then
|
||||
self:die(x, y, r, 0)
|
||||
knife_hit_wall1:play{pitch = random:float(0.9, 1.1), volume = 0.2}
|
||||
local r = Unit.bounce(self, nx, ny)
|
||||
trigger:after(0.01, function()
|
||||
WallKnife{group = main.current.main, x = x, y = y, r = r, v = self.v*0.1, color = self.color}
|
||||
end)
|
||||
elseif self.character == 'wizard' then
|
||||
self:die(x, y, r, random:int(2, 3))
|
||||
magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.075}
|
||||
else
|
||||
self:die(x, y, r, random:int(2, 3))
|
||||
proj_hit_wall1:play{pitch = random:float(0.9, 1.1), volume = 0.2}
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -274,11 +366,19 @@ function Projectile:on_trigger_enter(other, contact)
|
|||
if object then
|
||||
self.r = self:angle_to_object(object)
|
||||
self.v = self.v*1.25
|
||||
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1}
|
||||
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color}
|
||||
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = other.color}
|
||||
end
|
||||
end
|
||||
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1}
|
||||
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color}
|
||||
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = other.color}
|
||||
end
|
||||
|
||||
if self.character == 'archer' or self.character == 'scout' then
|
||||
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
|
||||
elseif self.character == 'wizard' then
|
||||
magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.15}
|
||||
else
|
||||
hit3:play{pitch = random:float(0.95, 1.05), volume = 0.35}
|
||||
end
|
||||
other:hit(self.dmg)
|
||||
end
|
||||
|
@ -298,6 +398,11 @@ function Area:init(args)
|
|||
HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1}
|
||||
for i = 1, 2 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end
|
||||
for i = 1, 2 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end
|
||||
if self.character == 'wizard' then
|
||||
magic_hit1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
elseif self.character == 'swordsman' then
|
||||
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
|
||||
end
|
||||
end
|
||||
|
||||
self.color = fg[0]
|
||||
|
|
22
shared.lua
22
shared.lua
|
@ -7,7 +7,6 @@ function shared_init()
|
|||
fg_alt = ColorRamp(Color'#b0a89f', 0.025),
|
||||
yellow = ColorRamp(Color'#facf00', 0.025),
|
||||
orange = ColorRamp(Color'#f07021', 0.025),
|
||||
yellow_orange = ColorRamp(Color(245, 160, 16), 0.025),
|
||||
blue = ColorRamp(Color'#019bd6', 0.025),
|
||||
green = ColorRamp(Color'#8bbf40', 0.025),
|
||||
red = ColorRamp(Color'#e91d39', 0.025),
|
||||
|
@ -663,3 +662,24 @@ end
|
|||
function Wall:draw()
|
||||
self.shape:draw(self.color)
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
WallCover = Object:extend()
|
||||
WallCover:implement(GameObject)
|
||||
function WallCover:init(args)
|
||||
self:init_game_object(args)
|
||||
self.shape = Polygon(self.vertices)
|
||||
self.color = self.color or fg[0]
|
||||
end
|
||||
|
||||
|
||||
function WallCover:update(dt)
|
||||
self:update_game_object(dt)
|
||||
end
|
||||
|
||||
|
||||
function WallCover:draw()
|
||||
self.shape:draw(self.color)
|
||||
end
|
||||
|
|
7
todo
7
todo
|
@ -1,9 +1,10 @@
|
|||
Vagrant: shoots an ethereal projectile at any nearby enemy that deals physical and magical damage, medium range
|
||||
Scout: throws a knife that chains 3 times at any nearby enemy, small range
|
||||
Cleric: heals every unit when any one drops below 50% HP
|
||||
Swordsman: deals physical damage in an area around the unit, small range
|
||||
Swordsman: deals physical damage in a medium area around the unit, small range
|
||||
Archer: shoots an arrow that pierces at any nearby enemy, very long range
|
||||
Wizard: shoots a projectile at any nearby enemy and deals AoE magical damage on contact, small range, AoE has very small range
|
||||
Wizard: shoots a projectile at any nearby enemy and deals AoE magical damage on contact, long range, AoE has very small range
|
||||
|
||||
Engineer: drops a turret that shoots secondary projectiles very fast, medium range
|
||||
|
||||
Ranger: yellow, buff attack speed
|
||||
|
@ -27,4 +28,4 @@ Defense -> if defense >= 0 then dmg_m = 100/(100+defense) else dmg_m = 2-100/(10
|
|||
* Stats: attack speed, damage, area
|
||||
* One or a few of the characters
|
||||
* Port over enemy spawn logic from SHOOTRX
|
||||
Sounds
|
||||
* Sounds
|
||||
|
|
Loading…
Reference in New Issue