Loop update 2/5
parent
5ccdfea184
commit
95df672169
90
arena.lua
90
arena.lua
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@ -7,10 +7,11 @@ function Arena:init(name)
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end
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end
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function Arena:on_enter(from, level, units, passives, shop_level, shop_xp, lock)
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function Arena:on_enter(from, level, loop, units, passives, shop_level, shop_xp, lock)
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self.hfx:add('condition1', 1)
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self.hfx:add('condition1', 1)
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self.hfx:add('condition2', 1)
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self.hfx:add('condition2', 1)
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self.level = level or 1
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self.level = level or 1
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self.loop = loop or 0
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self.units = units
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self.units = units
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self.passives = passives
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self.passives = passives
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self.shop_level = shop_level or 1
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self.shop_level = shop_level or 1
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@ -185,6 +186,11 @@ function Arena:on_enter(from, level, units, passives, shop_level, shop_xp, lock)
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6, 6, 7, 7, 8, 10,
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6, 6, 7, 7, 8, 10,
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8, 8, 10, 12, 14, 16, 25,
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8, 8, 10, 12, 14, 16, 25,
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}
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}
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for i = 26, 5000 do
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local n = i % 25
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if n == 0 then n = 25 end
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self.level_to_max_waves[i] = self.level_to_max_waves[n]
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end
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self.level_to_distributed_enemies_chance = {
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self.level_to_distributed_enemies_chance = {
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0, 5, 10,
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0, 5, 10,
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10, 15, 15, 20,
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10, 15, 15, 20,
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@ -192,6 +198,11 @@ function Arena:on_enter(from, level, units, passives, shop_level, shop_xp, lock)
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25, 25, 25, 25, 25, 30,
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25, 25, 25, 25, 25, 30,
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20, 25, 30, 35, 40, 45, 50,
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20, 25, 30, 35, 40, 45, 50,
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}
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}
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for i = 26, 5000 do
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local n = i % 25
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if n == 0 then n = 25 end
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self.level_to_distributed_enemies_chance[i] = self.level_to_distributed_enemies_chance[n]
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end
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self.max_waves = self.level_to_max_waves[self.level]
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self.max_waves = self.level_to_max_waves[self.level]
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self.wave = 0
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self.wave = 0
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self.start_time = 3
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self.start_time = 3
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@ -319,6 +330,10 @@ function Arena:on_enter(from, level, units, passives, shop_level, shop_xp, lock)
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self.t:after(1.125 + math.floor(n/4)*0.25, function() self.spawning_enemies = false end, 'spawning_enemies')
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self.t:after(1.125 + math.floor(n/4)*0.25, function() self.spawning_enemies = false end, 'spawning_enemies')
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self.enemy_spawns_prevented = 0
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self.enemy_spawns_prevented = 0
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end)
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end)
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self.level = 25*(self.loop+1)
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self.won = true
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self:quit()
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end
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end
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@ -379,11 +394,11 @@ function Arena:update(dt)
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'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism',
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'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism',
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'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance', 'blessing', 'haste', 'divine_barrage', 'orbitism', 'psyker_orbs', 'psychosense', 'rearm', 'taunt', 'summon_instability',
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'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance', 'blessing', 'haste', 'divine_barrage', 'orbitism', 'psyker_orbs', 'psychosense', 'rearm', 'taunt', 'summon_instability',
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}
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}
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max_units = 7 + current_new_game_plus
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max_units = math.clamp(7 + current_new_game_plus + self.loop, 7, 12)
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main:add(BuyScreen'buy_screen')
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main:add(BuyScreen'buy_screen')
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locked_state = nil
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locked_state = nil
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system.save_run()
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system.save_run()
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main:go_to('buy_screen', 1, {}, passives, 1, 0)
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main:go_to('buy_screen', 1, 0, {}, passives, 1, 0)
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end
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end
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@ -416,7 +431,8 @@ function Arena:quit()
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if self.died then return end
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if self.died then return end
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self.quitting = true
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self.quitting = true
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if self.level == 25 then
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if self.level % 25 == 0 then
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self:gain_gold()
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if not self.win_text and not self.win_text2 then
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if not self.win_text and not self.win_text2 then
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input:set_mouse_visible(true)
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input:set_mouse_visible(true)
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self.won = true
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self.won = true
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@ -428,12 +444,12 @@ function Arena:quit()
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end
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end
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current_new_game_plus = current_new_game_plus + 1
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current_new_game_plus = current_new_game_plus + 1
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state.current_new_game_plus = current_new_game_plus
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state.current_new_game_plus = current_new_game_plus
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max_units = 7 + current_new_game_plus
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max_units = math.clamp(7 + current_new_game_plus + self.loop, 7, 12)
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system.save_run()
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system.save_run()
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trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end, 'slow_amount')
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trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end, 'slow_amount')
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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)
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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)
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self.win_text = Text2{group = self.ui, x = gw/2 + 40, y = gh/2 - 66, force_update = true, lines = {{text = '[wavy_mid, cbyc2]congratulations!', font = fat_font, alignment = 'center'}}}
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self.win_text = Text2{group = self.ui, x = gw/2 + 40, y = gh/2 - 69, force_update = true, lines = {{text = '[wavy_mid, cbyc2]congratulations!', font = fat_font, alignment = 'center'}}}
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trigger:after(2.5, function()
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trigger:after(2.5, function()
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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'}}}
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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'}}}
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for i, unit in ipairs(self.units) do
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for i, unit in ipairs(self.units) do
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@ -442,6 +458,9 @@ function Arena:quit()
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{text = '[' .. character_color_strings[unit.character] .. ']' .. unit.character, font = pixul_font, alignment = 'left'}
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{text = '[' .. character_color_strings[unit.character] .. ']' .. unit.character, font = pixul_font, alignment = 'left'}
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}}
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}}
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end
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end
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for i, passive in ipairs(self.passives) do
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ItemCard{group = self.ui, x = 120 + (i-1)*30, y = 20, w = 30, h = 45, sx = 0.75, sy = 0.75, force_update = true, passive = passive.passive , level = passive.level, xp = passive.xp, parent = self}
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end
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if current_new_game_plus == 6 then
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if current_new_game_plus == 6 then
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if current_new_game_plus == new_game_plus then
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if current_new_game_plus == new_game_plus then
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@ -452,17 +471,19 @@ function Arena:quit()
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state.current_new_game_plus = current_new_game_plus
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state.current_new_game_plus = current_new_game_plus
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max_units = 12
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max_units = 12
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self.win_text2 = Text2{group = self.ui, x = gw/2 + 40, y = gh/2 + 30, force_update = true, lines = {
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self.win_text2 = Text2{group = self.ui, x = gw/2 + 40, y = gh/2 + 20, force_update = true, lines = {
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{text = "[fg]now you've really beaten the game!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
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{text = "[fg]now you've really beaten the game!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
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{text = "[fg]thanks a lot for playing it and completing it entirely!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
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{text = "[fg]thanks a lot for playing it and completing it entirely!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
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{text = "[fg]this game was inspired by:", font = pixul_font, alignment = 'center', height_multiplier = 4},
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{text = "[fg]this game was inspired by:", font = pixul_font, alignment = 'center', height_multiplier = 3.5},
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{text = "[fg]so check those games out, they're fun!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
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{text = "[fg]so check them out! and to get more games like this:", font = pixul_font, alignment = 'center', height_multiplier = 3.5},
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{text = "[fg]and to get more games like this in the future:", font = pixul_font, alignment = 'center', height_multiplier = 4},
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{text = "[wavy_mid, yellow]thanks for playing!", font = pixul_font, alignment = 'center'},
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{text = "[wavy_mid, yellow]thanks for playing!", font = pixul_font, alignment = 'center'},
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}}
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}}
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SteamFollowButton{group = self.ui, x = gw/2 + 40, y = gh/2 + 78, force_update = true}
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SteamFollowButton{group = self.ui, x = gw/2 + 40, y = gh/2 + 58, force_update = true}
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Button{group = self.ui, x = gw - 40, y = gh - 44, force_update = true, button_text = 'credits', fg_color = 'bg10', bg_color = 'bg', action = function() self:create_credits() end}
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Button{group = self.ui, x = gw - 40, y = gh - 44, force_update = true, button_text = 'credits', fg_color = 'bg10', bg_color = 'bg', action = function() self:create_credits() end}
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Button{group = self.ui, x = gw - 32, y = gh - 20, force_update = true, button_text = 'quit', fg_color = 'bg10', bg_color = 'bg', action = function() love.event.quit() end}
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Button{group = self.ui, x = gw - 39, y = gh - 20, force_update = true, button_text = ' loop ', fg_color = 'bg10', bg_color = 'bg', action = function() self:endless() end}
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self.try_loop_text = Text2{group = self.ui, x = gw - 144, y = gh - 20, force_update = true, lines = {
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{text = '[bg10]continue run (+difficulty):', font = pixul_font},
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}}
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local open_url = function(b, url)
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local open_url = function(b, url)
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ui_switch2: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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b.spring:pull(0.2, 200, 10)
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b.spring:pull(0.2, 200, 10)
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@ -472,7 +493,15 @@ function Arena:quit()
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end
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end
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Button{group = self.ui, x = gw/2 - 50 + 40, y = gh/2 + 12, force_update = true, button_text = 'nimble quest', fg_color = 'bluem5', bg_color = 'blue', action = function(b) open_url(b, 'https://store.steampowered.com/app/259780/Nimble_Quest/') end}
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Button{group = self.ui, x = gw/2 - 50 + 40, y = gh/2 + 12, force_update = true, button_text = 'nimble quest', fg_color = 'bluem5', bg_color = 'blue', action = function(b) open_url(b, 'https://store.steampowered.com/app/259780/Nimble_Quest/') end}
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Button{group = self.ui, x = gw/2 + 50 + 40, y = gh/2 + 12, force_update = true, button_text = 'dota underlords', fg_color = 'bluem5', bg_color = 'blue', action = function(b) open_url(b, 'https://store.steampowered.com/app/1046930/Dota_Underlords/') end}
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Button{group = self.ui, x = gw/2 + 50 + 40, y = gh/2 + 12, force_update = true, button_text = 'dota underlords', fg_color = 'bluem5', bg_color = 'blue', action = function(b) open_url(b, 'https://store.steampowered.com/app/1046930/Dota_Underlords/') end}
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else
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else
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self.win_text2 = Text2{group = self.ui, x = gw/2 + 40, y = gh/2 + 5, force_update = true, lines = {
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{text = "[fg]you've beaten the game!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
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{text = "[fg]if you liked it:", font = pixul_font, alignment = 'center', height_multiplier = 3.5},
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{text = "[fg]and if you liked the music:", font = pixul_font, alignment = 'center', height_multiplier = 3.5},
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{text = "[wavy_mid, yellow]thanks for playing!", font = pixul_font, alignment = 'center'},
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}}
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--[[
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self.win_text2 = Text2{group = self.ui, x = gw/2 + 40, y = gh/2 + 20, force_update = true, lines = {
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self.win_text2 = Text2{group = self.ui, x = gw/2 + 40, y = gh/2 + 20, force_update = true, lines = {
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{text = "[fg]you've beaten the game!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
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{text = "[fg]you've beaten the game!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
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{text = "[fg]i made this game in 3 months as a dev challenge", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
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{text = "[fg]i made this game in 3 months as a dev challenge", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
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{text = "[fg]i will release more games this year, so stay tuned!", font = pixul_font, alignment = 'center', height_multiplier = 1.4},
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{text = "[fg]i will release more games this year, so stay tuned!", font = pixul_font, alignment = 'center', height_multiplier = 1.4},
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{text = "[wavy_mid, yellow]thanks for playing!", font = pixul_font, alignment = 'center'},
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{text = "[wavy_mid, yellow]thanks for playing!", font = pixul_font, alignment = 'center'},
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}}
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}}
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SteamFollowButton{group = self.ui, x = gw/2 + 40, y = gh/2 + 34, force_update = true}
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]]--
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SteamFollowButton{group = self.ui, x = gw/2 + 40, y = gh/2 - 10, force_update = true}
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Button{group = self.ui, x = gw/2 + 40, y = gh/2 + 33, force_update = true, button_text = 'buy the soundtrack!', fg_color = 'greenm5', bg_color = 'green', action = function() open_url(b, 'https://kubbimusic.com/album/ember') end}
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Button{group = self.ui, x = gw - 40, y = gh - 44, force_update = true, button_text = ' loop ', fg_color = 'bg10', bg_color = 'bg', action = function() self:endless() end}
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RestartButton{group = self.ui, x = gw - 40, y = gh - 20, force_update = true}
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RestartButton{group = self.ui, x = gw - 40, y = gh - 20, force_update = true}
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trigger:after(8, function()
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self.try_loop_text = Text2{group = self.ui, x = gw - 200, y = gh - 44, force_update = true, lines = {
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self.try_ng_text = Text2{group = self.ui, x = gw - 210, y = gh - 20, force_update = true, lines = {
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{text = '[bg10]continue run (+difficulty, +1 max snake size):', font = pixul_font},
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{text = '[cbyc3]try a harder difficulty with +1 max snake size:', font = pixul_font},
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}}
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}}
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self.try_ng_text = Text2{group = self.ui, x = gw - 187, y = gh - 20, force_update = true, lines = {
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end)
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{text = '[bg10]new run (+difficulty, +1 max snake size):', font = pixul_font},
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self.credits_button = Button{group = self.ui, x = gw - 40, y = gh - 44, force_update = true, button_text = 'credits', fg_color = 'bg10', bg_color = 'bg', action = function()
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}}
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self:create_credits()
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self.credits_button = Button{group = self.ui, x = gw - 40, y = gh - 68, force_update = true, button_text = 'credits', fg_color = 'bg10', bg_color = 'bg', action = function() self:create_credits() end}
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end}
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end
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end
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end)
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end)
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@ -651,7 +682,7 @@ function Arena:quit()
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self.t:tween(0.7, self, {main_slow_amount = 0}, math.linear, function() self.main_slow_amount = 0 end)
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self.t:tween(0.7, self, {main_slow_amount = 0}, math.linear, function() self.main_slow_amount = 0 end)
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end)
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end)
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self.t:after(3, function()
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self.t:after(3, function()
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if self.level % 3 == 0 then
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if (self.level-(25*self.loop)) % 3 == 0 and #self.passives < 8 then
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input:set_mouse_visible(true)
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input:set_mouse_visible(true)
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self.arena_clear_text.dead = true
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self.arena_clear_text.dead = true
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trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end, 'slow_amount')
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trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end, 'slow_amount')
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'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism',
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'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism',
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'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance', 'blessing', 'haste', 'divine_barrage', 'orbitism', 'psyker_orbs', 'psychosense', 'rearm', 'taunt', 'summon_instability',
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'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance', 'blessing', 'haste', 'divine_barrage', 'orbitism', 'psyker_orbs', 'psychosense', 'rearm', 'taunt', 'summon_instability',
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}
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}
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max_units = 7 + current_new_game_plus
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max_units = math.clamp(7 + current_new_game_plus + self.loop, 7, 12)
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main:add(BuyScreen'buy_screen')
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main:add(BuyScreen'buy_screen')
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system.save_run()
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system.save_run()
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main:go_to('buy_screen', 1, {}, passives, 1, 0)
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main:go_to('buy_screen', 1, 0, {}, passives, 1, 0)
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end}
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end}
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end)
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end)
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@ -821,6 +852,13 @@ function Arena:die()
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end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
function Arena:endless()
|
||||||
|
current_new_game_plus = current_new_game_plus - 1
|
||||||
|
self.loop = self.loop + 1
|
||||||
|
self:transition()
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
function Arena:create_credits()
|
function Arena:create_credits()
|
||||||
local open_url = function(b, url)
|
local open_url = function(b, url)
|
||||||
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
@ -926,8 +964,8 @@ function Arena:transition()
|
||||||
end
|
end
|
||||||
slow_amount = 1
|
slow_amount = 1
|
||||||
main:add(BuyScreen'buy_screen')
|
main:add(BuyScreen'buy_screen')
|
||||||
system.save_run(self.level+1, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
|
system.save_run(self.level+1, self.loop, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
|
||||||
main:go_to('buy_screen', self.level+1, self.units, self.passives, self.shop_level, self.shop_xp)
|
main:go_to('buy_screen', self.level+1, self.loop, self.units, self.passives, self.shop_level, self.shop_xp)
|
||||||
t.t:after(0.1, function()
|
t.t:after(0.1, function()
|
||||||
t.text:set_text({
|
t.text:set_text({
|
||||||
{text = '[nudge_down, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']gold gained: ' .. tostring(self.gold_gained or 0) .. ' + ' .. tostring(self.gold_picked_up or 0), font = pixul_font,
|
{text = '[nudge_down, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']gold gained: ' .. tostring(self.gold_gained or 0) .. ' + ' .. tostring(self.gold_picked_up or 0), font = pixul_font,
|
||||||
|
|
|
@ -38,18 +38,18 @@ function BuyScreen:on_exit()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function BuyScreen:on_enter(from, level, units, passives, shop_level, shop_xp)
|
function BuyScreen:on_enter(from, level, loop, units, passives, shop_level, shop_xp)
|
||||||
self.level = level
|
self.level = level
|
||||||
|
self.loop = loop
|
||||||
self.units = units
|
self.units = units
|
||||||
self.passives = passives
|
self.passives = passives
|
||||||
self.shop_level = shop_level
|
self.shop_level = shop_level
|
||||||
self.shop_xp = shop_xp
|
self.shop_xp = shop_xp
|
||||||
camera.x, camera.y = gw/2, gh/2
|
camera.x, camera.y = gw/2, gh/2
|
||||||
|
|
||||||
input:set_mouse_visible(true)
|
print(self.loop)
|
||||||
|
|
||||||
if self.level == 1 then
|
input:set_mouse_visible(true)
|
||||||
end
|
|
||||||
|
|
||||||
steam.friends.setRichPresence('steam_display', '#StatusFull')
|
steam.friends.setRichPresence('steam_display', '#StatusFull')
|
||||||
steam.friends.setRichPresence('text', 'Shop - Level ' .. self.level)
|
steam.friends.setRichPresence('text', 'Shop - Level ' .. self.level)
|
||||||
|
@ -72,8 +72,8 @@ function BuyScreen:on_enter(from, level, units, passives, shop_level, shop_xp)
|
||||||
self.items_text = Text({{text = '[wavy_mid, fg]items', 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+' .. current_new_game_plus, font = pixul_font, alignment = 'center'}}, global_text_tags)
|
self.ng_text = Text({{text = '[fg]NG+' .. current_new_game_plus, font = pixul_font, alignment = 'center'}}, global_text_tags)
|
||||||
local get_elite_str = function(lvl)
|
local get_elite_str = function(lvl)
|
||||||
if lvl == 6 or lvl == 12 or lvl == 18 or lvl == 24 or lvl == 25 then return ' (elite)'
|
if (lvl-(25*self.loop)) % 6 == 0 or lvl % 25 == 0 then return ' (elite)'
|
||||||
elseif lvl % 3 == 0 then return ' (hard)'
|
elseif (lvl-(25*self.loop)) % 3 == 0 then return ' (hard)'
|
||||||
else return '' end
|
else return '' end
|
||||||
end
|
end
|
||||||
self.level_text = Text({{text = '[fg]Lv.' .. tostring(self.level) .. get_elite_str(self.level), font = pixul_font, alignment = 'center'}}, global_text_tags)
|
self.level_text = Text({{text = '[fg]Lv.' .. tostring(self.level) .. get_elite_str(self.level), font = pixul_font, alignment = 'center'}}, global_text_tags)
|
||||||
|
@ -146,10 +146,10 @@ function BuyScreen:on_enter(from, level, units, passives, shop_level, shop_xp)
|
||||||
'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism',
|
'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism',
|
||||||
'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',
|
||||||
}
|
}
|
||||||
max_units = 7 + current_new_game_plus
|
max_units = math.clamp(7 + current_new_game_plus + self.loop, 7, 12)
|
||||||
main:add(BuyScreen'buy_screen')
|
main:add(BuyScreen'buy_screen')
|
||||||
system.save_run()
|
system.save_run()
|
||||||
main:go_to('buy_screen', 1, {}, passives, 1, 0)
|
main:go_to('buy_screen', 1, 0, {}, passives, 1, 0)
|
||||||
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
||||||
end, mouse_enter = function(b)
|
end, mouse_enter = function(b)
|
||||||
b.info_text = InfoText{group = main.current.ui, force_update = true}
|
b.info_text = InfoText{group = main.current.ui, force_update = true}
|
||||||
|
@ -178,7 +178,7 @@ function BuyScreen:on_enter(from, level, units, passives, shop_level, shop_xp)
|
||||||
]]--
|
]]--
|
||||||
|
|
||||||
locked_state = {locked = self.locked, cards = {self.cards[1] and self.cards[1].unit, self.cards[2] and self.cards[2].unit, self.cards[3] and self.cards[3].unit}}
|
locked_state = {locked = self.locked, cards = {self.cards[1] and self.cards[1].unit, self.cards[2] and self.cards[2].unit, self.cards[3] and self.cards[3].unit}}
|
||||||
system.save_run(self.level, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
|
system.save_run(self.level, self.loop, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
@ -552,7 +552,7 @@ function RestartButton:update(dt)
|
||||||
system.save_state()
|
system.save_state()
|
||||||
main:add(BuyScreen'buy_screen')
|
main:add(BuyScreen'buy_screen')
|
||||||
system.save_run()
|
system.save_run()
|
||||||
main:go_to('buy_screen', 1, {}, passives, 1, 0)
|
main:go_to('buy_screen', 1, 0, {}, passives, 1, 0)
|
||||||
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -698,11 +698,11 @@ function GoButton:update(dt)
|
||||||
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
ui_transition1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
ui_transition1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
self.transitioning = true
|
self.transitioning = true
|
||||||
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, self.parent.loop, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
||||||
TransitionEffect{group = main.transitions, x = self.x, y = self.y, color = state.dark_transitions and bg[-2] or character_colors[random:table(self.parent.units).character], transition_action = function()
|
TransitionEffect{group = main.transitions, x = self.x, y = self.y, color = state.dark_transitions and bg[-2] or character_colors[random:table(self.parent.units).character], transition_action = function()
|
||||||
main:add(Arena'arena')
|
main:add(Arena'arena')
|
||||||
main:go_to('arena', self.parent.level, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, self.parent.locked)
|
main:go_to('arena', self.parent.level, self.parent.loop, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, self.parent.locked)
|
||||||
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']level ' .. tostring(self.parent.level) .. '/25', font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']level ' .. tostring(self.parent.level) .. '/' .. tostring(25*(self.parent.loop+1)), font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -752,7 +752,7 @@ function LockButton:update(dt)
|
||||||
if not self.parent.locked then locked_state = nil end
|
if not self.parent.locked then locked_state = nil end
|
||||||
if self.parent.locked then
|
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}}
|
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, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
system.save_run(self.parent.level, self.parent.loop, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
||||||
end
|
end
|
||||||
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
self.selected = true
|
self.selected = true
|
||||||
|
@ -833,7 +833,7 @@ function LevelButton:update(dt)
|
||||||
gold = gold - 5
|
gold = gold - 5
|
||||||
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'}}
|
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'}}
|
||||||
self.text = Text({{text = '[bg10]' .. tostring(self.parent.shop_level), font = pixul_font, alignment = 'center'}}, global_text_tags)
|
self.text = Text({{text = '[bg10]' .. tostring(self.parent.shop_level), font = pixul_font, alignment = 'center'}}, global_text_tags)
|
||||||
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, self.parent.loop, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -969,7 +969,7 @@ function RerollButton:update(dt)
|
||||||
self.spring:pull(0.2, 200, 10)
|
self.spring:pull(0.2, 200, 10)
|
||||||
gold = gold - 2
|
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'}}
|
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, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
system.save_run(self.parent.level, self.parent.loop, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
||||||
end
|
end
|
||||||
elseif self.parent:is(Arena) then
|
elseif self.parent:is(Arena) then
|
||||||
if gold < 5 and not self.free_reroll then
|
if gold < 5 and not self.free_reroll then
|
||||||
|
@ -1174,14 +1174,14 @@ function CharacterPart:update(dt)
|
||||||
self.parent:set_party_and_sets()
|
self.parent:set_party_and_sets()
|
||||||
self.parent:refresh_cards()
|
self.parent:refresh_cards()
|
||||||
self.parent.party_text:set_text({{text = '[wavy_mid, fg]party ' .. tostring(#self.parent.units) .. '/' .. tostring(max_units), font = pixul_font, alignment = 'center'}})
|
self.parent.party_text:set_text({{text = '[wavy_mid, fg]party ' .. tostring(#self.parent.units) .. '/' .. tostring(max_units), font = pixul_font, alignment = 'center'}})
|
||||||
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, self.parent.loop, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
||||||
else
|
else
|
||||||
self.parent.parent:gain_gold(self:get_sale_price())
|
self.parent.parent:gain_gold(self:get_sale_price())
|
||||||
self.parent.parent.units[self.i].reserve[self.level] = self.parent.parent.units[self.i].reserve[self.level] - 1
|
self.parent.parent.units[self.i].reserve[self.level] = self.parent.parent.units[self.i].reserve[self.level] - 1
|
||||||
self:die()
|
self:die()
|
||||||
self.parent.parent:set_party_and_sets()
|
self.parent.parent:set_party_and_sets()
|
||||||
self.parent.parent:refresh_cards()
|
self.parent.parent:refresh_cards()
|
||||||
system.save_run(self.parent.parent.level, gold, self.parent.parent.units, self.parent.parent.passives, self.parent.parent.shop_level, self.parent.parent.shop_xp, run_passive_pool, locked_state)
|
system.save_run(self.parent.parent.level, self.parent.parent.loop, gold, self.parent.parent.units, self.parent.parent.passives, self.parent.parent.shop_level, self.parent.parent.shop_xp, run_passive_pool, locked_state)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -1578,7 +1578,7 @@ function ShopCard:update(dt)
|
||||||
self.parent:refresh_cards()
|
self.parent:refresh_cards()
|
||||||
self.parent.party_text:set_text({{text = '[wavy_mid, fg]party ' .. tostring(#self.parent.units) .. '/' .. tostring(max_units), font = pixul_font, alignment = 'center'}})
|
self.parent.party_text:set_text({{text = '[wavy_mid, fg]party ' .. tostring(#self.parent.units) .. '/' .. tostring(max_units), font = pixul_font, alignment = 'center'}})
|
||||||
locked_state = {locked = self.parent.locked, 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}}
|
locked_state = {locked = self.parent.locked, 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, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
system.save_run(self.parent.level, self.parent.loop, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
||||||
else
|
else
|
||||||
error1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
error1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
self.spring:pull(0.2, 200, 10)
|
self.spring:pull(0.2, 200, 10)
|
||||||
|
|
|
@ -13,6 +13,9 @@ function Seeker:init(args)
|
||||||
self:calculate_stats(true)
|
self:calculate_stats(true)
|
||||||
self:set_as_steerable(self.v, 1000, 2*math.pi, 2)
|
self:set_as_steerable(self.v, 1000, 2*math.pi, 2)
|
||||||
|
|
||||||
|
local level = self.level % 25
|
||||||
|
if level == 0 then self.level = 25*math.floor(self.level/25) end
|
||||||
|
|
||||||
if self.boss == 'speed_booster' then
|
if self.boss == 'speed_booster' then
|
||||||
self.color = green[0]:clone()
|
self.color = green[0]:clone()
|
||||||
self.t:every(8, function()
|
self.t:every(8, function()
|
||||||
|
|
|
@ -137,8 +137,8 @@ function system.load_state()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function system.save_run(level, gold, units, passives, shop_level, shop_xp, run_passive_pool, locked_state)
|
function system.save_run(level, loop, gold, units, passives, shop_level, shop_xp, run_passive_pool, locked_state)
|
||||||
local run = {level = level, gold = gold, units = units, passives = passives, shop_level = shop_level, shop_xp = shop_xp, run_passive_pool= run_passive_pool, locked_state = locked_state}
|
local run = {level = level, loop = loop, gold = gold, units = units, passives = passives, shop_level = shop_level, shop_xp = shop_xp, run_passive_pool= run_passive_pool, locked_state = locked_state}
|
||||||
local str = "return " .. table.tostring(run)
|
local str = "return " .. table.tostring(run)
|
||||||
love.filesystem.write("run_v3.txt", str)
|
love.filesystem.write("run_v3.txt", str)
|
||||||
end
|
end
|
||||||
|
|
52
main.lua
52
main.lua
|
@ -1394,6 +1394,16 @@ function init()
|
||||||
[25] = {100, 100},
|
[25] = {100, 100},
|
||||||
}
|
}
|
||||||
|
|
||||||
|
local k = 1
|
||||||
|
for i = 26, 5000 do
|
||||||
|
local n = i % 25
|
||||||
|
if n == 0 then
|
||||||
|
n = 25
|
||||||
|
k = k + 1
|
||||||
|
end
|
||||||
|
level_to_gold_gained[i] = {level_to_gold_gained[n][1]*k, level_to_gold_gained[n][2]*k}
|
||||||
|
end
|
||||||
|
|
||||||
level_to_elite_spawn_weights = {
|
level_to_elite_spawn_weights = {
|
||||||
[1] = {0},
|
[1] = {0},
|
||||||
[2] = {4, 2},
|
[2] = {4, 2},
|
||||||
|
@ -1422,6 +1432,25 @@ function init()
|
||||||
[25] = {5, 5, 5, 5, 5, 5},
|
[25] = {5, 5, 5, 5, 5, 5},
|
||||||
}
|
}
|
||||||
|
|
||||||
|
local k = 1
|
||||||
|
local l = 0.2
|
||||||
|
for i = 26, 5000 do
|
||||||
|
local n = i % 25
|
||||||
|
if n == 0 then
|
||||||
|
n = 25
|
||||||
|
k = k + 1
|
||||||
|
l = l*2
|
||||||
|
end
|
||||||
|
local a, b, c, d, e, f = unpack(level_to_elite_spawn_weights[n])
|
||||||
|
a = (a or 0) + (a or 0)*l
|
||||||
|
b = (b or 0) + (b or 0)*l
|
||||||
|
c = (c or 0) + (c or 0)*l
|
||||||
|
d = (d or 0) + (d or 0)*l
|
||||||
|
e = (e or 0) + (e or 0)*l
|
||||||
|
f = (f or 0) + (f or 0)*l
|
||||||
|
level_to_elite_spawn_weights[i] = {a, b, c, d, e, f}
|
||||||
|
end
|
||||||
|
|
||||||
level_to_boss = {
|
level_to_boss = {
|
||||||
[6] = 'speed_booster',
|
[6] = 'speed_booster',
|
||||||
[12] = 'exploder',
|
[12] = 'exploder',
|
||||||
|
@ -1430,6 +1459,17 @@ function init()
|
||||||
[25] = 'randomizer',
|
[25] = 'randomizer',
|
||||||
}
|
}
|
||||||
|
|
||||||
|
local bosses = {'speed_booster', 'exploder', 'swarmer', 'forcer'}
|
||||||
|
local k = 1
|
||||||
|
for i = 30, 5000, 6 do
|
||||||
|
level_to_boss[i] = bosses[k]
|
||||||
|
k = k + 1
|
||||||
|
if k > 4 then k = 1 end
|
||||||
|
end
|
||||||
|
for i = 50, 5000, 25 do
|
||||||
|
level_to_boss[i] = 'randomizer'
|
||||||
|
end
|
||||||
|
|
||||||
level_to_elite_spawn_types = {
|
level_to_elite_spawn_types = {
|
||||||
[1] = {'speed_booster'},
|
[1] = {'speed_booster'},
|
||||||
[2] = {'speed_booster', 'shooter'},
|
[2] = {'speed_booster', 'shooter'},
|
||||||
|
@ -1458,6 +1498,14 @@ function init()
|
||||||
[25] = {'speed_booster', 'exploder', 'headbutter', 'tank', 'shooter', 'spawner'},
|
[25] = {'speed_booster', 'exploder', 'headbutter', 'tank', 'shooter', 'spawner'},
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for i = 26, 5000 do
|
||||||
|
local n = i % 25
|
||||||
|
if n == 0 then
|
||||||
|
n = 25
|
||||||
|
end
|
||||||
|
level_to_elite_spawn_types[i] = level_to_elite_spawn_types[n]
|
||||||
|
end
|
||||||
|
|
||||||
level_to_shop_odds = {
|
level_to_shop_odds = {
|
||||||
[1] = {70, 20, 10, 0},
|
[1] = {70, 20, 10, 0},
|
||||||
[2] = {50, 30, 15, 5},
|
[2] = {50, 30, 15, 5},
|
||||||
|
@ -1531,7 +1579,7 @@ function init()
|
||||||
if not state.new_game_plus then state.new_game_plus = new_game_plus end
|
if not state.new_game_plus then state.new_game_plus = new_game_plus end
|
||||||
current_new_game_plus = state.current_new_game_plus or new_game_plus
|
current_new_game_plus = state.current_new_game_plus or new_game_plus
|
||||||
if not state.current_new_game_plus then state.current_new_game_plus = current_new_game_plus end
|
if not state.current_new_game_plus then state.current_new_game_plus = current_new_game_plus end
|
||||||
max_units = 7 + current_new_game_plus
|
max_units = math.clamp(7 + current_new_game_plus, 7, 12)
|
||||||
|
|
||||||
main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5}
|
main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5}
|
||||||
main = Main()
|
main = Main()
|
||||||
|
@ -1870,6 +1918,7 @@ function open_options(self)
|
||||||
state.current_new_game_plus = current_new_game_plus
|
state.current_new_game_plus = current_new_game_plus
|
||||||
self.ng_t.text:set_text({{text = '[bg10]current: ' .. current_new_game_plus, font = pixul_font, alignment = 'center'}})
|
self.ng_t.text:set_text({{text = '[bg10]current: ' .. current_new_game_plus, font = pixul_font, alignment = 'center'}})
|
||||||
max_units = 7 + current_new_game_plus
|
max_units = 7 + current_new_game_plus
|
||||||
|
system.save_run()
|
||||||
end}
|
end}
|
||||||
|
|
||||||
self.ng_plus_plus_button = Button{group = self.ui, x = gw/2 + 5, y = gh - 50, force_update = true, button_text = 'NG+ up', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
self.ng_plus_plus_button = Button{group = self.ui, x = gw/2 + 5, y = gh - 50, force_update = true, button_text = 'NG+ up', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
@ -1880,6 +1929,7 @@ function open_options(self)
|
||||||
state.current_new_game_plus = current_new_game_plus
|
state.current_new_game_plus = current_new_game_plus
|
||||||
self.ng_t.text:set_text({{text = '[bg10]current: ' .. current_new_game_plus, font = pixul_font, alignment = 'center'}})
|
self.ng_t.text:set_text({{text = '[bg10]current: ' .. current_new_game_plus, font = pixul_font, alignment = 'center'}})
|
||||||
max_units = 7 + current_new_game_plus
|
max_units = 7 + current_new_game_plus
|
||||||
|
system.save_run()
|
||||||
end}
|
end}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
|
@ -102,7 +102,7 @@ function MainMenu:on_enter(from)
|
||||||
locked_state = run.locked_state
|
locked_state = run.locked_state
|
||||||
system.save_state()
|
system.save_state()
|
||||||
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.loop or 0, run.units or {}, passives, run.shop_level or 1, run.shop_xp or 0)
|
||||||
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']starting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']starting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
||||||
end}
|
end}
|
||||||
self.options_button = Button{group = self.main_ui, x = 47, y = gh/2 + 12, force_update = true, button_text = 'options', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
self.options_button = Button{group = self.main_ui, x = 47, y = gh/2 + 12, force_update = true, button_text = 'options', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
|
49
objects.lua
49
objects.lua
|
@ -233,6 +233,17 @@ function Unit:calculate_stats(first_run)
|
||||||
if self.boss then
|
if self.boss then
|
||||||
local x = self.level
|
local x = self.level
|
||||||
local y = {0, 0, 3, 0, 0, 6, 0, 0, 9, 0, 0, 12, 0, 0, 18, 0, 0, 40, 0, 0, 32, 0, 0, 64, 90}
|
local y = {0, 0, 3, 0, 0, 6, 0, 0, 9, 0, 0, 12, 0, 0, 18, 0, 0, 40, 0, 0, 32, 0, 0, 64, 90}
|
||||||
|
local y2 = {0, 0, 24, 0, 0, 28, 0, 0, 32, 0, 0, 36, 0, 0, 44, 0, 0, 64, 0, 0, 48, 0, 0, 80, 100}
|
||||||
|
local k = 1.1
|
||||||
|
for i = 26, 50 do y[i] = y2[i] end
|
||||||
|
for i = 51, 5000 do
|
||||||
|
local n = i % 25
|
||||||
|
if n == 0 then
|
||||||
|
n = 25
|
||||||
|
k = k + 0.1
|
||||||
|
end
|
||||||
|
y[i] = y2[n]*k
|
||||||
|
end
|
||||||
self.base_hp = 100 + (current_new_game_plus*5) + (90 + current_new_game_plus*10)*y[x]
|
self.base_hp = 100 + (current_new_game_plus*5) + (90 + current_new_game_plus*10)*y[x]
|
||||||
self.base_dmg = (12 + current_new_game_plus*2) + (2 + current_new_game_plus)*y[x]
|
self.base_dmg = (12 + current_new_game_plus*2) + (2 + current_new_game_plus)*y[x]
|
||||||
self.base_mvspd = 35 + 1.5*y[x]
|
self.base_mvspd = 35 + 1.5*y[x]
|
||||||
|
@ -243,6 +254,15 @@ function Unit:calculate_stats(first_run)
|
||||||
else
|
else
|
||||||
local x = self.level
|
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}
|
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}
|
||||||
|
local k = 1.2
|
||||||
|
for i = 26, 5000 do
|
||||||
|
local n = i % 25
|
||||||
|
if n == 0 then
|
||||||
|
n = 25
|
||||||
|
k = k + 0.2
|
||||||
|
end
|
||||||
|
y[i] = y[n]*k
|
||||||
|
end
|
||||||
self.base_hp = 25 + 16.5*y[x]
|
self.base_hp = 25 + 16.5*y[x]
|
||||||
self.base_dmg = 4.5 + 2.5*y[x]
|
self.base_dmg = 4.5 + 2.5*y[x]
|
||||||
self.base_mvspd = 70 + 3*y[x]
|
self.base_mvspd = 70 + 3*y[x]
|
||||||
|
@ -251,6 +271,17 @@ function Unit:calculate_stats(first_run)
|
||||||
if self.boss then
|
if self.boss then
|
||||||
local x = self.level
|
local x = self.level
|
||||||
local y = {0, 0, 3, 0, 0, 6, 0, 0, 9, 0, 0, 12, 0, 0, 18, 0, 0, 40, 0, 0, 32, 0, 0, 64, 90}
|
local y = {0, 0, 3, 0, 0, 6, 0, 0, 9, 0, 0, 12, 0, 0, 18, 0, 0, 40, 0, 0, 32, 0, 0, 64, 90}
|
||||||
|
local y2 = {0, 0, 24, 0, 0, 28, 0, 0, 32, 0, 0, 36, 0, 0, 44, 0, 0, 64, 0, 0, 48, 0, 0, 80, 100}
|
||||||
|
local k = 1.1
|
||||||
|
for i = 26, 50 do y[i] = y2[i] end
|
||||||
|
for i = 51, 5000 do
|
||||||
|
local n = i % 25
|
||||||
|
if n == 0 then
|
||||||
|
n = 25
|
||||||
|
k = k + 0.1
|
||||||
|
end
|
||||||
|
y[i] = y2[n]*k
|
||||||
|
end
|
||||||
self.base_hp = 100 + (current_new_game_plus*5) + (90 + current_new_game_plus*10)*y[x]
|
self.base_hp = 100 + (current_new_game_plus*5) + (90 + current_new_game_plus*10)*y[x]
|
||||||
self.base_dmg = (12 + current_new_game_plus*2) + (2 + current_new_game_plus)*y[x]
|
self.base_dmg = (12 + current_new_game_plus*2) + (2 + current_new_game_plus)*y[x]
|
||||||
self.base_mvspd = 35 + 1.5*y[x]
|
self.base_mvspd = 35 + 1.5*y[x]
|
||||||
|
@ -261,6 +292,15 @@ function Unit:calculate_stats(first_run)
|
||||||
else
|
else
|
||||||
local x = self.level
|
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}
|
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}
|
||||||
|
local k = 1.2
|
||||||
|
for i = 26, 5000 do
|
||||||
|
local n = i % 25
|
||||||
|
if n == 0 then
|
||||||
|
n = 25
|
||||||
|
k = k + 0.2
|
||||||
|
end
|
||||||
|
y[i] = y[n]*k
|
||||||
|
end
|
||||||
self.base_hp = 22 + (current_new_game_plus*3) + (15 + current_new_game_plus*2.7)*y[x]
|
self.base_hp = 22 + (current_new_game_plus*3) + (15 + current_new_game_plus*2.7)*y[x]
|
||||||
self.base_dmg = (4 + current_new_game_plus*1.15) + (2 + current_new_game_plus*0.83)*y[x]
|
self.base_dmg = (4 + current_new_game_plus*1.15) + (2 + current_new_game_plus*0.83)*y[x]
|
||||||
self.base_mvspd = 70 + 3*y[x]
|
self.base_mvspd = 70 + 3*y[x]
|
||||||
|
@ -277,6 +317,15 @@ function Unit:calculate_stats(first_run)
|
||||||
elseif self:is(EnemyCritter) or self:is(Critter) then
|
elseif self:is(EnemyCritter) or self:is(Critter) then
|
||||||
local x = self.level
|
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}
|
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}
|
||||||
|
local k = 1.2
|
||||||
|
for i = 26, 5000 do
|
||||||
|
local n = i % 25
|
||||||
|
if n == 0 then
|
||||||
|
n = 25
|
||||||
|
k = k + 0.2
|
||||||
|
end
|
||||||
|
y[i] = y[n]*k
|
||||||
|
end
|
||||||
self.base_hp = 25 + 30*(y[x] or 1)
|
self.base_hp = 25 + 30*(y[x] or 1)
|
||||||
self.base_dmg = 10 + 3*(y[x] or 1)
|
self.base_dmg = 10 + 3*(y[x] or 1)
|
||||||
self.base_mvspd = 60 + 3*(y[x] or 1)
|
self.base_mvspd = 60 + 3*(y[x] or 1)
|
||||||
|
|
|
@ -3384,7 +3384,7 @@ function Gold:update(dt)
|
||||||
self:update_game_object(dt)
|
self:update_game_object(dt)
|
||||||
self.r = self:get_angle()
|
self.r = self:get_angle()
|
||||||
|
|
||||||
if main.current.player.magnetism then
|
if main.current.player.magnetism and self.magnet_sensor then
|
||||||
local players = self:get_objects_in_shape(self.magnet_sensor, {Player})
|
local players = self:get_objects_in_shape(self.magnet_sensor, {Player})
|
||||||
if players and #players > 0 then
|
if players and #players > 0 then
|
||||||
local x, y = 0, 0
|
local x, y = 0, 0
|
||||||
|
|
|
@ -111,8 +111,8 @@ end
|
||||||
|
|
||||||
function Star:update(dt)
|
function Star:update(dt)
|
||||||
self:update_game_object(dt)
|
self:update_game_object(dt)
|
||||||
self.x = self.x + self.v*math.cos(-math.pi/4)
|
self.x = self.x + self.v*math.cos(-math.pi/4)*dt
|
||||||
self.y = self.y + self.v*math.sin(-math.pi/4)
|
self.y = self.y + self.v*math.sin(-math.pi/4)*dt
|
||||||
self.vr = self.vr + self.dvr*dt
|
self.vr = self.vr + self.dvr*dt
|
||||||
if self.x > gw + 64 then self.dead = true end
|
if self.x > gw + 64 then self.dead = true end
|
||||||
end
|
end
|
||||||
|
@ -569,7 +569,7 @@ global_text_tags = {
|
||||||
|
|
||||||
cbyc3 = TextTag{init = function(c, i, text)
|
cbyc3 = TextTag{init = function(c, i, text)
|
||||||
c.color = invisible
|
c.color = invisible
|
||||||
text.t:after((i-1)*0.05, function()
|
text.t:after((i-1)*0.025, function()
|
||||||
c.color = bg[10]
|
c.color = bg[10]
|
||||||
end)
|
end)
|
||||||
end, draw = function(c, i, text)
|
end, draw = function(c, i, text)
|
||||||
|
|
14
todo
14
todo
|
@ -42,12 +42,12 @@ Loop Update
|
||||||
Saboteur -> Bomber (builder, nuker): plants a static bomb, when it explodes it deals 2X AoE damage, Lv.3 effect: 100% increased bomb area and damage
|
Saboteur -> Bomber (builder, nuker): plants a static bomb, when it explodes it deals 2X AoE damage, Lv.3 effect: 100% increased bomb area and damage
|
||||||
Hunter (builder, ranger, forcer): shoots a projectile that has 20% chance to spawn a pet, Lv.3 effect: spawns 3 pets instead
|
Hunter (builder, ranger, forcer): shoots a projectile that has 20% chance to spawn a pet, Lv.3 effect: spawns 3 pets instead
|
||||||
Looping
|
Looping
|
||||||
Change end screen
|
* Change end screen
|
||||||
Loop button on end screen
|
* Loop button on end screen
|
||||||
Looping lets you continue with the current snake until you die
|
* Looping lets you continue with the current snake until you die
|
||||||
Difficulty is increased according to the formula for levels 25+
|
* Difficulty is increased according to the formula for levels 25+
|
||||||
Snake size goes up by 1 every loop, up to 12
|
* Snake size goes up by 1 every loop, up to 12
|
||||||
Don't offer items if item slots are full
|
* Don't offer items if at maximum items
|
||||||
QoL
|
QoL
|
||||||
Increase item choice slots to 4
|
Increase item choice slots to 4
|
||||||
Add option for mouse cursor to always be visible
|
Add option for mouse cursor to always be visible
|
||||||
|
@ -55,8 +55,8 @@ Loop Update
|
||||||
Add visuals divine intervention, fairy buff
|
Add visuals divine intervention, fairy buff
|
||||||
warrior attack range
|
warrior attack range
|
||||||
barbarian jugg attack
|
barbarian jugg attack
|
||||||
Items on end screen
|
|
||||||
Party + items on death screen
|
Party + items on death screen
|
||||||
|
* Items on end screen
|
||||||
* Items on passive screen
|
* Items on passive screen
|
||||||
* Selling items
|
* Selling items
|
||||||
* Decreased sound effect volume for shoot 5
|
* Decreased sound effect volume for shoot 5
|
||||||
|
|
Loading…
Reference in New Issue