From 4bf08d995fc5a534c4b00528bf7731dea60bce2a Mon Sep 17 00:00:00 2001 From: a327ex Date: Sat, 29 May 2021 05:10:52 -0300 Subject: [PATCH] QoL update 2/2 --- arena.lua | 139 ++++++++++++++++++++++++++++++++----- buy_screen.lua | 25 +++++-- engine/graphics/camera.lua | 2 + main.lua | 6 +- objects.lua | 8 +-- player.lua | 3 +- todo | 20 +++--- 7 files changed, 161 insertions(+), 42 deletions(-) diff --git a/arena.lua b/arena.lua index 8c89e5a..52309c5 100644 --- a/arena.lua +++ b/arena.lua @@ -255,6 +255,41 @@ function Arena:on_enter(from, level, units, passives) local p = random:table(star_positions) Star{group = star_group, x = p.x, y = p.y} end) + + 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 + + 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) end @@ -287,15 +322,18 @@ function Arena:update(dt) main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5} end + -- print(self.enemy_spawns_prevented) + if input.escape.pressed and not self.transitioning and not self.in_credits then if not self.paused then trigger:tween(0.25, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 self.paused = true - self.paused_t1 = Text2{group = self.ui, x = gw/2, y = gh/2 - 68, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]<-, a or m1 ->, d or m2', font = fat_font, alignment = 'center'}}} - self.paused_t2 = Text2{group = self.ui, x = gw/2, y = gh/2 - 52, lines = {{text = '[bg10]turn left turn right', font = pixul_font, alignment = 'center'}}} + self.paused_t1 = Text2{group = self.ui, x = gw/2, y = gh/2 - 108, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]<-, a or m1 ->, d or m2', font = fat_font, alignment = 'center'}}} + self.paused_t2 = Text2{group = self.ui, x = gw/2, y = gh/2 - 92, lines = {{text = '[bg10]turn left turn right', font = pixul_font, alignment = 'center'}}} + self.ng_t = Text2{group = self.ui, x = gw/2 + 33, y = gh - 50, lines = {{text = '[bg10]current: ' .. new_game_plus, font = pixul_font, alignment = 'center'}}} - self.resume_button = Button{group = self.ui, x = gw/2, y = gh - 160, force_update = true, button_text = 'resume game (esc)', fg_color = 'bg10', bg_color = 'bg', action = function(b) + self.resume_button = Button{group = self.ui, x = gw/2, y = gh - 200, force_update = true, button_text = 'resume game (esc)', fg_color = 'bg10', bg_color = 'bg', action = function(b) trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function() slow_amount = 1 self.paused = false @@ -303,6 +341,8 @@ function Arena:update(dt) self.paused_t2.dead = true self.paused_t1 = nil self.paused_t2 = nil + self.ng_t.dead = true + self.ng_t = nil if self.resume_button then self.resume_button.dead = true; self.resume_button = nil end if self.restart_button then self.restart_button.dead = true; self.restart_button = nil end if self.sfx_button then self.sfx_button.dead = true; self.sfx_button = nil end @@ -311,10 +351,14 @@ function Arena:update(dt) if self.video_button_2 then self.video_button_2.dead = true; self.video_button_2 = nil end if self.video_button_3 then self.video_button_3.dead = true; self.video_button_3 = nil end if self.quit_button then self.quit_button.dead = true; self.quit_button = nil end + if self.screen_shake_button then self.screen_shake_button.dead = true; self.screen_shake_button = nil end + if self.cooldown_snake_button then self.cooldown_snake_button.dead = true; self.cooldown_snake_button = nil end + if self.ng_plus_button then self.ng_plus_button.dead = true; self.ng_plus_button = nil end + system.save_state() end, 'pause') end} - self.restart_button = Button{group = self.ui, x = gw/2, y = gh - 135, force_update = true, button_text = 'restart run (r)', fg_color = 'bg10', bg_color = 'bg', action = function(b) + self.restart_button = Button{group = self.ui, x = gw/2, y = gh - 175, 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} @@ -333,12 +377,12 @@ function Arena:update(dt) } max_units = 7 + new_game_plus main:add(BuyScreen'buy_screen') - system.save_run(0, gold, {}, passives, run_passive_pool_by_tiers) + system.save_run() main:go_to('buy_screen', 0, {}, passives) end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)} end} - self.sfx_button = Button{group = self.ui, x = gw/2, y = gh - 110, force_update = true, button_text = 'toggle sfx (n)', fg_color = 'bg10', bg_color = 'bg', action = function(b) + self.sfx_button = Button{group = self.ui, x = gw/2, y = gh - 150, force_update = true, button_text = 'toggle sfx (n)', fg_color = 'bg10', bg_color = 'bg', action = function(b) ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} b.spring:pull(0.2, 200, 10) b.selected = true @@ -350,7 +394,7 @@ function Arena:update(dt) end end} - self.music_button = Button{group = self.ui, x = gw/2, y = gh - 85, force_update = true, button_text = 'toggle music (m)', fg_color = 'bg10', bg_color = 'bg', action = function(b) + self.music_button = Button{group = self.ui, x = gw/2, y = gh - 125, force_update = true, button_text = 'toggle music (m)', fg_color = 'bg10', bg_color = 'bg', action = function(b) ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} b.spring:pull(0.2, 200, 10) b.selected = true @@ -362,21 +406,24 @@ function Arena:update(dt) end end} - self.video_button_1 = Button{group = self.ui, x = gw/2 - 86, y = gh - 60, force_update = true, button_text = 'window size-', fg_color = 'bg10', bg_color = 'bg', action = function() + self.video_button_1 = Button{group = self.ui, x = gw/2 - 86, y = gh - 100, force_update = true, button_text = 'window size-', fg_color = 'bg10', bg_color = 'bg', action = function() + ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} sx, sy = sx - 1, sy - 1 love.window.setMode(480*sx, 270*sy) state.sx, state.sy = sx, sy state.fullscreen = false end} - self.video_button_2 = Button{group = self.ui, x = gw/2, y = gh - 60, force_update = true, button_text = 'window size+', fg_color = 'bg10', bg_color = 'bg', action = function() + self.video_button_2 = Button{group = self.ui, x = gw/2, y = gh - 100, force_update = true, button_text = 'window size+', fg_color = 'bg10', bg_color = 'bg', action = function() + ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} sx, sy = sx + 1, sy + 1 love.window.setMode(480*sx, 270*sy) state.sx, state.sy = sx, sy state.fullscreen = false end} - self.video_button_3 = Button{group = self.ui, x = gw/2 + 79, y = gh - 60, force_update = true, button_text = 'fullscreen', fg_color = 'bg10', bg_color = 'bg', action = function() + self.video_button_3 = Button{group = self.ui, x = gw/2 + 79, y = gh - 100, force_update = true, button_text = 'fullscreen', fg_color = 'bg10', bg_color = 'bg', action = function() + ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} local _, _, flags = love.window.getMode() local window_width, window_height = love.window.getDesktopDimensions(flags.display) sx, sy = window_width/480, window_height/270 @@ -385,7 +432,28 @@ function Arena:update(dt) state.fullscreen = true end} - self.quit_button = Button{group = self.ui, x = gw/2, y = gh - 35, force_update = true, button_text = 'quit', fg_color = 'bg10', bg_color = 'bg', action = function() + self.screen_shake_button = Button{group = self.ui, x = gw/2 - 57, y = gh - 75, w = 110, force_update = true, button_text = '[bg10]screen shake: ' .. tostring(state.no_screen_shake and 'no' or 'yes'), + fg_color = 'bg10', bg_color = 'bg', action = function(b) + ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} + state.no_screen_shake = not state.no_screen_shake + b:set_text('screen shake: ' .. tostring(state.no_screen_shake and 'no' or 'yes')) + end} + + self.cooldown_snake_button = Button{group = self.ui, x = gw/2 + 75, y = gh - 75, w = 145, force_update = true, button_text = '[bg10]cooldowns on snake: ' .. tostring(state.cooldown_snake and 'yes' or 'no'), + fg_color = 'bg10', bg_color = 'bg', action = function(b) + ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} + state.cooldown_snake = not state.cooldown_snake + b:set_text('cooldowns on snake: ' .. tostring(state.cooldown_snake and 'yes' or 'no')) + end} + + self.ng_plus_button = Button{group = self.ui, x = gw/2 - 53, y = gh - 50, force_update = true, button_text = 'NG+ difficulty-', fg_color = 'bg10', bg_color = 'bg', action = function() + ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} + new_game_plus = math.clamp(new_game_plus - 1, 0, 5) + state.new_game_plus = new_game_plus + self.ng_t.text:set_text({{text = '[bg10]current: ' .. new_game_plus, font = pixul_font, alignment = 'center'}}) + end} + + self.quit_button = Button{group = self.ui, x = gw/2, y = gh - 25, force_update = true, button_text = 'quit', fg_color = 'bg10', bg_color = 'bg', action = function() system.save_state() steam.shutdown() love.event.quit() @@ -399,6 +467,8 @@ function Arena:update(dt) self.paused_t2.dead = true self.paused_t1 = nil self.paused_t2 = nil + self.ng_t.dead = true + self.ng_t = nil if self.resume_button then self.resume_button.dead = true; self.resume_button = nil end if self.restart_button then self.restart_button.dead = true; self.restart_button = nil end if self.sfx_button then self.sfx_button.dead = true; self.sfx_button = nil end @@ -406,7 +476,11 @@ function Arena:update(dt) if self.video_button_1 then self.video_button_1.dead = true; self.video_button_1 = nil end if self.video_button_2 then self.video_button_2.dead = true; self.video_button_2 = nil end if self.video_button_3 then self.video_button_3.dead = true; self.video_button_3 = nil end + if self.screen_shake_button then self.screen_shake_button.dead = true; self.screen_shake_button = nil end + if self.cooldown_snake_button then self.cooldown_snake_button.dead = true; self.cooldown_snake_button = nil end if self.quit_button then self.quit_button.dead = true; self.quit_button = nil end + if self.ng_plus_button then self.ng_plus_button.dead = true; self.ng_plus_button = nil end + system.save_state() end, 'pause') end end @@ -431,7 +505,7 @@ function Arena:update(dt) } max_units = 7 + new_game_plus main:add(BuyScreen'buy_screen') - system.save_run(0, gold, {}, passives, run_passive_pool_by_tiers) + system.save_run() main:go_to('buy_screen', 0, {}, passives) end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)} end @@ -464,10 +538,16 @@ function Arena:quit() if self.level == 25 then if not self.win_text and not self.win_text2 then self.won = true + system.save_run() trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end, 'slow_amount') 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) self.win_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 66, force_update = true, lines = {{text = '[wavy_mid, cbyc2]congratulations!', font = fat_font, alignment = 'center'}}} trigger:after(2.5, function() + 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 = 40, y = 40 + (i-1)*19, character = unit.character, level = unit.level, force_update = true, parent = self} + end + if new_game_plus == 5 then self.win_text2 = Text2{group = self.ui, x = gw/2, y = gh/2 + 30, force_update = true, lines = { {text = "[fg]now you've really beaten the game!", font = pixul_font, alignment = 'center', height_multiplier = 1.24}, @@ -501,7 +581,7 @@ function Arena:quit() SteamFollowButton{group = self.ui, x = gw/2, y = gh/2 + 34, force_update = true} RestartButton{group = self.ui, x = gw - 40, y = gh - 20, force_update = true} trigger:after(8, function() - self.try_ng_text = Text2{group = self.ui, x = gw - 220, y = gh - 20, force_update = true, lines = { + self.try_ng_text = Text2{group = self.ui, x = gw - 210, y = gh - 20, force_update = true, lines = { {text = '[cbyc3]try a harder difficulty with +1 max snake size:', font = pixul_font}, }} end) @@ -527,7 +607,7 @@ function Arena:quit() } max_units = 7 + new_game_plus main:add(BuyScreen'buy_screen') - system.save_run(0, gold, {}, passives, run_passive_pool_by_tiers) + system.save_run() main:go_to('buy_screen', 0, {}, passives) end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)} end} @@ -714,7 +794,9 @@ end function Arena:restore_passives_to_pool(j) for i = 1, 3 do if i ~= j then - table.insert(run_passive_pool_by_tiers[self.cards[i].tier], self.cards[i].passive) + if self.cards[i] and run_passive_pool_by_tiers[self.cards[i].tier] then + table.insert(run_passive_pool_by_tiers[self.cards[i].tier], self.cards[i].passive) + end end end end @@ -777,7 +859,7 @@ end function Arena:die() if not self.died_text and not self.won then self.died = true - system.save_run(0, gold, {}, passives, run_passive_pool_by_tiers) + system.save_run() 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}, @@ -805,7 +887,7 @@ function Arena:die() } max_units = 7 + new_game_plus main:add(BuyScreen'buy_screen') - system.save_run(0, gold, {}, passives, run_passive_pool_by_tiers) + system.save_run() main:go_to('buy_screen', 0, {}, passives) end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)} end} @@ -831,6 +913,7 @@ function Arena:create_credits() 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} + 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} 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}}} @@ -881,7 +964,7 @@ function Arena:transition() TransitionEffect{group = main.transitions, x = self.player.x, y = self.player.y, color = self.color, transition_action = function(t) slow_amount = 1 main:add(BuyScreen'buy_screen') - system.save_run(self.level, gold, self.units, passives, run_passive_pool_by_tiers) + system.save_run(self.level, gold, self.units, passives, run_passive_pool_by_tiers, locked_state) main:go_to('buy_screen', self.level, self.units, passives) t.t:after(0.1, function() t.text:set_text({ @@ -1004,18 +1087,26 @@ function Arena:spawn_distributed_enemies() end -function Arena:spawn_n_enemies(p, j, n) +function Arena:spawn_n_enemies(p, j, n, pass) if self.died then return end if self.arena_clear_text then return end if self.quitting then return end + if n and n <= 0 then return end j = j or 1 n = n or 4 self.last_spawn_enemy_time = love.timer.getTime() + local check_circle = Circle(0, 0, 2) 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) spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15} + if not pass then + check_circle:move_to(x, y) + local objects = self.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Player}) + if #objects > 0 then self.enemy_spawns_prevented = self.enemy_spawns_prevented + 1; return end + end + 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, @@ -1069,6 +1160,16 @@ function CharacterHP:draw() 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() + + if state.cooldown_snake then + 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 end diff --git a/buy_screen.lua b/buy_screen.lua index 7aaee4a..f67634c 100644 --- a/buy_screen.lua +++ b/buy_screen.lua @@ -58,7 +58,7 @@ function BuyScreen:on_enter(from, level, units, passives) self.tutorial = Group() self.locked = locked_state and locked_state.locked - LockButton{group = self.main, x = 210, y = 18, parent = self} + LockButton{group = self.main, x = 205, y = 18, parent = self} self:set_cards(nil, nil, true) self:set_party_and_sets() @@ -69,7 +69,12 @@ function BuyScreen:on_enter(from, level, units, passives) self.sets_text = Text({{text = '[wavy_mid, fg]classes', font = pixul_font, alignment = 'center'}}, global_text_tags) self.items_text = Text({{text = '[wavy_mid, fg]items', font = pixul_font, alignment = 'center'}}, global_text_tags) self.ng_text = Text({{text = '[fg]NG+' .. new_game_plus, font = pixul_font, alignment = 'center'}}, global_text_tags) - self.level_text = Text({{text = '[fg]Lv.' .. tostring(level == 0 and 1 or self.level+1) .. tostring((self.level+1) % 3 == 0 and ' (elite)' or ''), font = pixul_font, alignment = 'center'}}, global_text_tags) + local get_elite_str = function(lvl) + if lvl == 6 or lvl == 12 or lvl == 18 or lvl == 24 or lvl == 25 then return ' (elite)' + elseif lvl % 3 == 0 then return ' (hard)' + else return '' end + end + self.level_text = Text({{text = '[fg]Lv.' .. tostring(level == 0 and 1 or self.level+1) .. get_elite_str(self.level+1), font = pixul_font, alignment = 'center'}}, global_text_tags) if not self.first_screen then RerollButton{group = self.main, x = 150, y = 18, parent = self} end GoButton{group = self.main, x = gw - 90, y = gh - 20, parent = self} @@ -129,7 +134,7 @@ function BuyScreen:on_enter(from, level, units, passives) } max_units = 7 + new_game_plus main:add(BuyScreen'buy_screen') - system.save_run(0, gold, {}, passives, run_passive_pool_by_tiers) + system.save_run() main:go_to('buy_screen', 0, {}, passives) end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)} end} @@ -212,7 +217,7 @@ function BuyScreen:draw() if self.shop_text then self.shop_text:draw(64, 20) end if self.sets_text then self.sets_text:draw(328, 20) end if self.party_text then self.party_text:draw(440, 20) end - if new_game_plus > 0 then self.ng_text:draw(240, 20) end + if new_game_plus > 0 then self.ng_text:draw(260, 20) end if self.in_tutorial then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent_2) @@ -504,7 +509,7 @@ function RestartButton:update(dt) max_units = 7 + new_game_plus system.save_state() main:add(BuyScreen'buy_screen') - system.save_run(0, gold, {}, passives, run_passive_pool_by_tiers, locked_state) + system.save_run() main:go_to('buy_screen', 0, {}, passives) end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)} end @@ -542,7 +547,7 @@ Button = Object:extend() Button:implement(GameObject) function Button:init(args) self:init_game_object(args) - self.shape = Rectangle(self.x, self.y, pixul_font:get_text_width(self.button_text) + 8, pixul_font.h + 4) + self.shape = Rectangle(self.x, self.y, args.w or (pixul_font:get_text_width(self.button_text) + 8), pixul_font.h + 4) self.interact_with_mouse = true self.text = Text({{text = '[' .. self.fg_color .. ']' .. self.button_text, font = pixul_font, alignment = 'center'}}, global_text_tags) end @@ -676,6 +681,10 @@ function LockButton:update(dt) if self.selected and input.m1.pressed then self.parent.locked = not self.parent.locked if not self.parent.locked then locked_state = nil end + if self.parent.locked then + locked_state = {locked = true, cards = {self.parent.cards[1] and self.parent.cards[1].unit, self.parent.cards[2] and self.parent.cards[2].unit, self.parent.cards[3] and self.parent.cards[3].unit}} + system.save_run(self.parent.level, gold, self.parent.units, passives, run_passive_pool_by_tiers, locked_state) + end ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.selected = true self.spring:pull(0.2, 200, 10) @@ -743,6 +752,7 @@ function RerollButton:update(dt) self.spring:pull(0.2, 200, 10) gold = gold - 2 self.parent.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}} + system.save_run(self.parent.level, gold, self.parent.units, passives, run_passive_pool_by_tiers, locked_state) end end end @@ -937,7 +947,7 @@ function CharacterPart:on_mouse_enter() ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5} self.selected = true self.spring:pull(0.2, 200, 10) - self.info_text = InfoText{group = main.current.ui} + self.info_text = InfoText{group = main.current.ui, force_update = self.force_update} self.info_text:activate({ {text = '[' .. character_color_strings[self.character] .. ']' .. self.character:capitalize() .. '[fg] - [yellow]Lv.' .. self.level .. '[fg] - sells for [yellow]' .. self:get_sale_price(), font = pixul_font, alignment = 'center', height_multiplier = 1.25}, @@ -1180,6 +1190,7 @@ function ShopCard:update(dt) _G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} self:die() self.parent.cards[self.i] = nil + system.save_run(self.parent.level, gold, self.parent.units, passives, run_passive_pool_by_tiers, locked_state) else error1:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.spring:pull(0.2, 200, 10) diff --git a/engine/graphics/camera.lua b/engine/graphics/camera.lua index 5c42cf3..edb1419 100644 --- a/engine/graphics/camera.lua +++ b/engine/graphics/camera.lua @@ -306,6 +306,7 @@ end -- Higher frequency means jerkier movement, lower frequency means smoother movement -- camera:shake(10, 1, 120) -> shakes the camera with 10 intensity for 1 second and 120 frequency function Camera:shake(intensity, duration, frequency) + if state.no_camera_shake then return end table.insert(self.shakes.x, Shake(intensity, 1000*(duration or 0), frequency or 60)) table.insert(self.shakes.y, Shake(intensity, 1000*(duration or 0), frequency or 60)) end @@ -315,6 +316,7 @@ end -- k and d are stiffness and damping spring values (see spring file for more) -- camera:shake(10, math.pi/4) -> shakes the camera with 10 intensity diagonally function Camera:spring_shake(intensity, r, k, d) + if state.no_camera_shake then return end self.spring.x:pull(-intensity*math.cos(r or 0), k, d) self.spring.y:pull(-intensity*math.sin(r or 0), k, d) end diff --git a/main.lua b/main.lua index 8605127..16ccd51 100644 --- a/main.lua +++ b/main.lua @@ -1184,7 +1184,7 @@ function init() --[[ main:add(Arena'arena') - main:go_to('arena', 9, { + main:go_to('arena', 23, { {character = 'dual_gunner', level = 3}, {character = 'engineer', level = 3}, {character = 'spellblade', level = 3}, @@ -1193,6 +1193,10 @@ function init() {character = 'engineer', level = 3}, {character = 'swordsman', level = 3}, {character = 'archer', level = 3}, + {character = 'infestor', level = 3}, + {character = 'host', level = 3}, + {character = 'lich', level = 3}, + {character = 'psykino', level = 3}, }, passives) ]]-- diff --git a/objects.lua b/objects.lua index a66801e..5916078 100644 --- a/objects.lua +++ b/objects.lua @@ -264,10 +264,10 @@ function Unit:calculate_stats(first_run) self.base_mvspd = 75 elseif self:is(EnemyCritter) or self:is(Critter) then local x = self.level - local y = {0, 1, 3, 3, 4, 6, 5, 6, 9, 7, 8, 12, 10, 11, 15, 12, 13, 18, 16, 17, 21, 17, 20, 24, 25} - self.base_hp = 25 + 30*y[x] - self.base_dmg = 10 + 3*y[x] - self.base_mvspd = 60 + 3*y[x] + local y = {0, 1, 3, 3, 4, 6, 5, 6, 9, 7, 8, 12, 10, 11, 15, 12, 13, 18, 16, 17, 21, 17, 20, 24, 25} + self.base_hp = 25 + 30*(y[x] or 1) + self.base_dmg = 10 + 3*(y[x] or 1) + self.base_mvspd = 60 + 3*(y[x] or 1) elseif self:is(Overlord) then self.base_hp = 50*math.pow(2, self.level-1) self.base_dmg = 10*math.pow(2, self.level-1) diff --git a/player.lua b/player.lua index 5f18904..0c20bad 100644 --- a/player.lua +++ b/player.lua @@ -1756,7 +1756,7 @@ function DotArea:init(args) end, nil, nil, 'dot') elseif self.character == 'cryomancer' then - self.t:every(2, function() + self.t:every(1, function() local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies) if #enemies > 0 then self.spring:pull(0.15, 200, 10) @@ -2256,6 +2256,7 @@ function Critter:update(dt) else if not self.target then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end if self.target and self.target.dead then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end + if not self.seek_f then return end if not self.target then self:seek_point(gw/2, gh/2) self:wander(50, 200, 50) diff --git a/todo b/todo index 3487c64..5081618 100644 --- a/todo +++ b/todo @@ -3,6 +3,7 @@ * Conjurer buff - buff saboteur, buff engineer * Vagrant buff - increase "active set" bonuses * AoE nerf - Unleash 1%, rephrase it to more clear +* Cryomancer buff - double tick rate * Save runs * Move units * Lock shop button @@ -10,13 +11,12 @@ * Increase boss HP on levels 24 and 25 * Show next level in shop (also if elite or not) * Restart run button on shop -View synergy after beating game -Option to turn off screen shake -Option to show cooldowns on snake -New game plus decrease button -Crashes: -https://i.imgur.com/CLtk9nZ.png -https://i.imgur.com/WWP8GBn.png -https://i.imgur.com/AU3O0u9.png, https://i.imgur.com/UE78u7f.png -https://i.imgur.com/5TquKsS.png -https://i.imgur.com/XbtACuy.png <- probably the cause of most of those mysterious crashes and slow downs i havent been able to track down +* View synergy after beating game +* Option to turn off screen shake +* Option to show cooldowns on snake +* New game plus decrease button +* https://i.imgur.com/CLtk9nZ.png +* https://i.imgur.com/WWP8GBn.png +* https://i.imgur.com/AU3O0u9.png, https://i.imgur.com/UE78u7f.png +* https://i.imgur.com/5TquKsS.png +* https://i.imgur.com/XbtACuy.png <- probably the cause of most of those mysterious crashes and slow downs i havent been able to track down