Small bug fix

master
a327ex 2021-06-29 13:27:04 -03:00
parent bbe9c9f7af
commit 5ccdfea184
4 changed files with 12 additions and 7 deletions

View File

@ -398,7 +398,9 @@ function Arena:update(dt)
end end
self:update_game_object(dt*slow_amount) self:update_game_object(dt*slow_amount)
main_song_instance.pitch = math.clamp(slow_amount*self.main_slow_amount, 0.05, 1) if not self.slow_transitioning then
main_song_instance.pitch = math.clamp(slow_amount*self.main_slow_amount, 0.05, 1)
end
star_group:update(dt*slow_amount) star_group:update(dt*slow_amount)
self.floor:update(dt*slow_amount) self.floor:update(dt*slow_amount)
@ -645,6 +647,7 @@ function Arena:quit()
if not self.arena_clear_text then self.arena_clear_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 48, lines = {{text = '[wavy_mid, cbyc]arena clear!', font = fat_font, alignment = 'center'}}} end if not self.arena_clear_text then self.arena_clear_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 48, lines = {{text = '[wavy_mid, cbyc]arena clear!', font = fat_font, alignment = 'center'}}} end
self:gain_gold() self:gain_gold()
self.t:after(2, function() self.t:after(2, function()
self.slow_transitioning = true
self.t:tween(0.7, self, {main_slow_amount = 0}, math.linear, function() self.main_slow_amount = 0 end) self.t:tween(0.7, self, {main_slow_amount = 0}, math.linear, function() self.main_slow_amount = 0 end)
end) end)
self.t:after(3, function() self.t:after(3, function()

View File

@ -163,7 +163,7 @@ function BuyScreen:on_enter(from, level, units, passives, shop_level, shop_xp)
b.info_text = nil b.info_text = nil
end} end}
trigger:tween(1, main_song_instance, {volume = 0.2}, math.linear) trigger:tween(1, main_song_instance, {volume = 0.2, pitch = 1}, math.linear)
--[[ --[[
if self.level == 1 then if self.level == 1 then
@ -1439,7 +1439,7 @@ function ItemCard:update(dt)
_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} _G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.parent:gain_gold((self.level == 1 and 10) or (self.level == 2 and 20) or (self.level == 3 and 30)) self.parent:gain_gold((self.level == 1 and 10) or (self.level == 2 and 20) or (self.level == 3 and 30))
table.remove(self.parent.passives, self.i) table.remove(self.parent.passives, self.i)
self:die() input.m2.pressed = false
self.parent:set_items() self.parent:set_items()
system.save_run(self.parent.level, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state) system.save_run(self.parent.level, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
end end

View File

@ -1542,8 +1542,8 @@ function init()
--[[ --[[
main:add(BuyScreen'buy_screen') main:add(BuyScreen'buy_screen')
main:go_to('buy_screen', run.level or 1, run.units or {}, passives, run.shop_level or 1, run.shop_xp or 0) main:go_to('buy_screen', run.level or 1, run.units or {}, passives, run.shop_level or 1, run.shop_xp or 0)
]]--
-- main:go_to('buy_screen', 7, run.units or {}, {'unleash'}) -- main:go_to('buy_screen', 7, run.units or {}, {'unleash'})
]]--
--[[ --[[
gold = 10 gold = 10
@ -1555,10 +1555,10 @@ function init()
'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance', 'blessing', 'haste', 'divine_barrage', 'orbitism', 'psyker_orbs', 'psychosense', 'rearm', 'taunt', 'summon_instability', 'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance', 'blessing', 'haste', 'divine_barrage', 'orbitism', 'psyker_orbs', 'psychosense', 'rearm', 'taunt', 'summon_instability',
} }
main:add(Arena'arena') main:add(Arena'arena')
main:go_to('arena', 3, { main:go_to('arena', 1, {
{character = 'illusionist', level = 2}, {character = 'vagrant', level = 3},
-- {character = 'carver', level = 2}, -- {character = 'carver', level = 2},
{character = 'engineer', level = 2}, {character = 'dual_gunner', level = 3},
-- {character = 'saboteur', level = 2}, -- {character = 'saboteur', level = 2},
-- {character = 'hunter', level = 2}, -- {character = 'hunter', level = 2},
}, { }, {

2
todo
View File

@ -17,6 +17,8 @@ Loop Update
Warping Shots - X/Y/Z% chance for projectiles to ignore wall collisions and warp around the screen 1/2/3 times Warping Shots - X/Y/Z% chance for projectiles to ignore wall collisions and warp around the screen 1/2/3 times
Culling Strike - instantly kill elites below 10/20/30% max HP Culling Strike - instantly kill elites below 10/20/30% max HP
Lightning Strike - X/Y/Z% chance for attacks to create chain lightning, dealing 60/80/100% damage and hitting 2/3/4 enemies Lightning Strike - X/Y/Z% chance for attacks to create chain lightning, dealing 60/80/100% damage and hitting 2/3/4 enemies
Psycholeak - Position X generates 1 additional orb every Y seconds
Divine Blessing - generate 1 healing orb every X seconds
Psyker Psyker
Additional orbs will prefer to be assigned to psykers, if there are no psykers then they will be assigned randomly Additional orbs will prefer to be assigned to psykers, if there are no psykers then they will be assigned randomly
Orb speed scales with the unit's attack speed Orb speed scales with the unit's attack speed