Day 20-21
parent
edbcdba3dc
commit
45b29dc137
11
arena.lua
11
arena.lua
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@ -11,6 +11,7 @@ function Arena:on_enter(from, level, units)
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self.hfx:add('condition1', 1)
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self.hfx:add('condition2', 1)
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self.level = level or 1
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self.units = units
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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'})
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@ -166,10 +167,10 @@ function Arena:on_enter(from, level, units)
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end
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if self.level == 1 then
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local t1 = Text2{group = self.floor, x = gw/2, y = gh/2 + 12, 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 + 28, 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 + 56, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]n - mute sfx', font = fat_font, alignment = 'center'}}}
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local t4 = Text2{group = self.floor, x = gw/2, y = gh/2 + 78, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]m - mute music', 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 t3 = Text2{group = self.floor, x = gw/2, y = gh/2 + 46, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]n - mute sfx', font = fat_font, alignment = 'center'}}}
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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]m - mute music', font = fat_font, alignment = 'center'}}}
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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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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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@ -250,7 +251,7 @@ function Arena:update(dt)
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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 = self.color, transition_action = function(t)
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main:add(BuyScreen'buy_screen')
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main:go_to('buy_screen', self, self.level, self.color)
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main:go_to('buy_screen', self.level, self.units)
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t.t:after(0.1, function()
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t.text:set_text({
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{text = '[nudge_down, bg]resources gained: ' .. tostring(self.resources_gained), font = pixul_font, alignment = 'center', height_multiplier = 1.5},
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173
buy_screen.lua
173
buy_screen.lua
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@ -7,13 +7,17 @@ function BuyScreen:init(name)
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end
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function BuyScreen:on_enter(from, level)
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function BuyScreen:on_enter(from, level, units)
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self.level = level
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self.main = Group()
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self.top = Group()
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self.ui = Group()
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if self.level == 0 then
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pop1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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player_hit_wall1:play{pitch = r, volume = 0.5}
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self.first_screen = true
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self.cards = {}
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self.selected_card_index = 1
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@ -23,9 +27,49 @@ function BuyScreen:on_enter(from, level)
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self.cards[2] = PairCard{group = self.main, x = gw/2, y = 155, w = gw, h = gh/4, unit_1 = random:table_remove(units), unit_2 = random:table_remove(units), i = 2, parent = self}
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local units = {'vagrant', 'swordsman', 'wizard', 'archer', 'scout', 'cleric'}
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self.cards[3] = PairCard{group = self.main, x = gw/2, y = 225, w = gw, h = gh/4, unit_1 = random:table_remove(units), unit_2 = random:table_remove(units), i = 3, parent = self}
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self.title_sy = 1
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self.title = Text({{text = '[wavy_mid, fg]choose your initial party', font = pixul_font, alignment = 'center'}}, global_text_tags)
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else
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local tier_to_units = {
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[1] = {'vagrant', 'swordsman', 'wizard', 'archer', 'cleric', 'scout'},
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[2] = {'saboteur', 'hunter', 'cannoneer', 'stormweaver', 'squire', 'dual_gunner', 'chronomancer', 'sage', 'cannoneer'},
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[3] = {'blade', 'outlaw', 'elementor', 'psykeeper', 'spellblade'},
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}
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local level_to_tier_weights = {
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[1] = {100, 0, 0},
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[2] = {95, 5, 0},
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[3] = {90, 10, 0},
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[4] = {85, 15, 0},
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[5] = {80, 20, 0},
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[6] = {75, 25, 0},
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[7] = {70, 30, 0},
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[8] = {65, 35, 0},
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[9] = {60, 40, 0},
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[10] = {55, 45, 0},
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[11] = {50, 50, 0},
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[12] = {45, 50, 5},
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[13] = {40, 50, 10},
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[14] = {35, 50, 15},
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[15] = {30, 50, 20},
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[16] = {25, 50, 25},
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[17] = {20, 55, 25},
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[18] = {15, 60, 25},
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[19] = {10, 65, 25},
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[20] = {5, 70, 25},
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[21] = {0, 75, 25},
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[22] = {0, 70, 30},
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[23] = {0, 65, 35},
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[24] = {0, 60, 40},
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[25] = {0, 55, 45},
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}
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self.cards = {}
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self.selected_card_index = 1
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self.cards[1] = ShopCard{group = self.main, x = gw/2 - 120, y = gh/4, w = 100, h = 90, unit = random:table(tier_to_units[random:weighted_pick(unpack(level_to_tier_weights[self.level]))]), parent = self}
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self.cards[2] = ShopCard{group = self.main, x = gw/2, y = gh/4, w = 100, h = 90, unit = random:table(tier_to_units[random:weighted_pick(unpack(level_to_tier_weights[self.level]))]), parent = self}
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self.cards[3] = ShopCard{group = self.main, x = gw/2 + 120, y = gh/4, w = 100, h = 90, unit = random:table(tier_to_units[random:weighted_pick(unpack(level_to_tier_weights[self.level]))]), parent = self}
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self.shop_text_sy = 1
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self.shop_text = Text({{text = '[wavy_mid, fg]shop', font = pixul_font, alignment = 'center'}}, global_text_tags)
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end
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end
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@ -33,6 +77,8 @@ end
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function BuyScreen: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.top:update(dt*slow_amount)
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self.ui:update(dt*slow_amount)
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if self.level == 0 and self.first_screen then
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if self.title then self.title:update(dt) end
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@ -80,19 +126,137 @@ function BuyScreen:update(dt)
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}, global_text_tags)}
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]]--
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end
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else
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if self.shop_text then self.shop_text:update(dt) end
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end
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end
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function BuyScreen:draw()
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self.main:draw()
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self.top:draw()
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self.ui:draw()
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if self.level == 0 then
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if self.title then self.title:draw(3.25*gw/4, 25, 0, 1, self.title_sy) end
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if self.unit_info_text then
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self.unit_info_text:draw(gw/2, gh/2)
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if self.unit_info_text then self.unit_info_text:draw(gw/2, gh/2) end
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else
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if self.shop_text then self.shop_text:draw(gw/2, 15, 0, 1, self.shop_text_sy) end
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end
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end
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ShopCard = Object:extend()
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ShopCard:implement(GameObject)
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function ShopCard:init(args)
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self:init_game_object(args)
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self.character_icon = CharacterIcon{group = main.current.top, x = self.x, y = self.y, character = self.unit}
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self.class_icons = {}
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for i, class in ipairs(character_classes[self.unit]) do
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local x = self.x
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if #character_classes[self.unit] == 2 then x = self.x - 10
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elseif #character_classes[self.unit] == 3 then x = self.x - 20 end
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table.insert(self.class_icons, ClassIcon{group = main.current.top, x = x + (i-1)*20, y = self.y + 10, class = class})
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end
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end
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function ShopCard:update(dt)
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self:update_game_object(dt)
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if self.unit_text then self.unit_text:update(dt) end
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end
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function ShopCard:select()
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self.selected = true
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self.spring:pull(0.2, 200, 10)
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self.t:every_immediate(1.4, function()
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if self.selected then
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self.t:tween(0.7, self, {sx = 0.97, sy = 0.97, plus_r = -math.pi/32}, math.linear, function()
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self.t:tween(0.7, self, {sx = 1.03, sy = 1.03, plus_r = math.pi/32}, math.linear, nil, 'pulse_1')
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end, 'pulse_2')
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end
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end, nil, nil, 'pulse')
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end
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function ShopCard:unselect()
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self.selected = false
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self.t:cancel'pulse'
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self.t:cancel'pulse_1'
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self.t:cancel'pulse_2'
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self.t:tween(0.1, self, {sx = 1, sy = 1, plus_r = 0}, math.linear, function() self.sx, self.sy, self.plus_r = 1, 1, 0 end, 'pulse')
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end
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function ShopCard:draw()
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end
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CharacterIcon = Object:extend()
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CharacterIcon:implement(GameObject)
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function CharacterIcon:init(args)
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self:init_game_object(args)
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self.character_text = Text({{text = '[' .. character_color_strings[self.character] .. ']' .. self.character, font = pixul_font, alignment = 'center'}}, global_text_tags)
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end
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function CharacterIcon:update(dt)
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self:update_game_object(dt)
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self.character_text:update(dt)
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end
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function CharacterIcon:draw()
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graphics.push(self.x, self.y, 0, self.spring.x, self.spring.x)
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graphics.rectangle(self.x, self.y - 25, 12, 12, 3, 3, character_colors[self.character])
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self.character_text:draw(self.x, self.y - 10)
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graphics.pop()
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end
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ClassIcon = Object:extend()
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ClassIcon:implement(GameObject)
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function ClassIcon:init(args)
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self:init_game_object(args)
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self.shape = Rectangle(self.x, self.y, 20, 30)
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self.interact_with_mouse = true
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end
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function ClassIcon:update(dt)
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self:update_game_object(dt)
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end
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function ClassIcon:draw()
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graphics.push(self.x, self.y, 0, self.spring.x, self.spring.x)
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_G[self.class]:draw(self.x, self.y, 0, 0.4, 0.4, 0, 0, class_colors[self.class])
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graphics.pop()
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end
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function ClassIcon:on_mouse_enter()
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self.spring:pull(0.2, 200, 10)
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self.info_text = InfoText{group = main.current.ui}
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self.info_text:activate({
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{text = '[' .. class_color_strings[self.class] .. ']' .. self.class:capitalize(), font = pixul_font, alignment = 'center', height_multiplier = 1.25},
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{text = class_descriptions[self.class](0), font = pixul_font, alignment = 'center'},
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}, nil, nil, nil, nil, 16, 4, nil, 2)
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self.info_text.x, self.info_text.y = gw/2, self.y + 60
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end
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function ClassIcon:on_mouse_exit()
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self.info_text:deactivate()
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self.info_text = nil
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end
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@ -102,7 +266,6 @@ PairCard = Object:extend()
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PairCard:implement(GameObject)
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function PairCard:init(args)
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self:init_game_object(args)
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self.plus_r = 0
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if self.i == 1 then self:select() end
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end
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@ -341,3 +341,9 @@ screen.
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First screen, transition from it to arena, arena and transition from arena to next screen are 99% complete and polished. There's one small bug left that I can't replicate where it will end the level right away, but I can't tell
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with which win condition it's happening... I'll fix it in time. Tomorrow I can get started on the main buy screen for real.
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# Day 20-21 - 08-09/03/21
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Initial work done on the main buy screen. Fairly slow moving still. There's a sort of conceptual fuzziness that happens when writing UI code where there's a few different ways of doing it and this freedom seems fairly paralyzing.
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I've been thinking really hard about what to do about that but it's still up in the air. The "dead simple layouts" thing is a good idea but layouting is not necessarily the main problem I have, it's more like relationships between
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different objects and a UI coordination issue that seems to stop me.
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@ -77,7 +77,11 @@ end
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-- The closer to 0, the more of a parallaxing effect there will be.
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function Group:draw(scroll_factor_x, scroll_factor_y)
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if self.camera then self.camera:attach(scroll_factor_x, scroll_factor_y) end
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for _, object in ipairs(self.objects) do object:draw() end
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for _, object in ipairs(self.objects) do
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if not object.hidden then
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object:draw()
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end
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end
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if self.camera then self.camera:detach() end
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end
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@ -86,7 +90,11 @@ end
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-- group:draw_range(1, 3) -> draws only 1st, 2nd and 3rd objects in this group
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function Group:draw_range(i, j, scroll_factor_x, scroll_factor_y)
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if self.camera then self.camera:attach(scroll_factor_x, scroll_factor_y) end
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for k = i, j do self.objects[k]:draw() end
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for k = i, j do
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if not self.objects[k].hidden then
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self.objects[k]:draw()
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end
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end
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if self.camera then self.camera:detach() end
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end
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@ -96,7 +104,7 @@ end
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function Group:draw_class(class, scroll_factor_x, scroll_factor_y)
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if self.camera then self.camera:attach(scroll_factor_x, scroll_factor_y) end
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for _, object in ipairs(self.objects) do
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if object:is(class) then
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if object:is(class) and not object.hidden then
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object:draw()
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end
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end
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@ -109,7 +117,7 @@ end
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function Group:draw_all_except(classes, scroll_factor_x, scroll_factor_y)
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if self.camera then self.camera:attach(scroll_factor_x, scroll_factor_y) end
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for _, object in ipairs(self.objects) do
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if not table.any(classes, function(v) return object:is(v) end) then
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if not table.any(classes, function(v) return object:is(v) end) and not object.hidden then
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object:draw()
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end
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end
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4
main.lua
4
main.lua
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@ -263,14 +263,14 @@ function init()
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['healer'] = function(lvl) return '[' .. ylb1(lvl) .. ']3 [fg]- [' .. ylb1(lvl) .. ']+25% [fg]healing effectiveness' end,
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['conjurer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2 [fg]- [' .. ylb1(lvl) .. ']+25% [fg]construct damage and duration' end,
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['enchanter'] = function(lvl) return '[' .. ylb1(lvl) .. ']3 [fg]- [' .. ylb1(lvl) .. ']+25% [fg]damage to all allies' end,
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['psy'] = function(lvl) return 'damage taken by psy units is reflected to enemies at double its value' end,
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['psy'] = function(lvl) return '[fg]damage taken by psy units is reflected to enemies at double its value' end,
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}
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resource = 0
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main = Main()
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main:add(BuyScreen'buy_screen')
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main:go_to('buy_screen', 0)
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main:go_to('buy_screen', 1, {})
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end
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@ -433,6 +433,7 @@ global_text_tags = {
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fg = TextTag{draw = function(c, i, text) graphics.set_color(fg[0]) end},
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wavy = TextTag{update = function(c, dt, i, text) c.oy = 2*math.sin(4*time + i) end},
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wavy_mid = TextTag{update = function(c, dt, i, text) c.oy = 0.75*math.sin(3*time + i) end},
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wavy_mid2 = TextTag{update = function(c, dt, i, text) c.oy = 0.5*math.sin(3*time + i) end},
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wavy_lower = TextTag{update = function(c, dt, i, text) c.oy = 0.25*math.sin(2*time + i) end},
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cbyc = TextTag{init = function(c, i, text)
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@ -485,6 +486,7 @@ function InfoText:init(args)
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self.ow, self.oh = 0, 0
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self.tox, self.toy = 0, 0
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self.text = Text({}, global_text_tags)
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return self
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end
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@ -515,7 +517,7 @@ end
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function InfoText:deactivate()
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self.t:cancel'activate'
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self.t:tween(0.05, self, {sy = 0}, math.linear, function() self.sy = 0 end, 'deactivate')
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self.t:tween(0.05, self, {sy = 0}, math.linear, function() self.sy = 0; self.dead = true end, 'deactivate')
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end
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Reference in New Issue