diff --git a/arena.lua b/arena.lua index 22ac5b1..d0f80f1 100644 --- a/arena.lua +++ b/arena.lua @@ -40,6 +40,9 @@ function Arena:on_enter(from, level, units, passives) self.enemies = {Seeker, EnemyCritter} self.color = self.color or fg[0] + self.level = 25 + self.can_quit = true + -- Spawn solids and player self.x1, self.y1 = gw/2 - 0.8*gw/2, gh/2 - 0.8*gh/2 self.x2, self.y2 = gw/2 + 0.8*gw/2, gh/2 + 0.8*gh/2 @@ -98,7 +101,7 @@ function Arena:on_enter(from, level, units, passives) spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15} self.boss = Seeker{group = self.main, x = x, y = y, character = 'seeker', level = self.level, boss = level_to_boss[self.level]} end} - self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 1 end, function() + self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 end, function() self.hfx:use('condition1', 0.25, 200, 10) self.hfx:pull('condition2', 0.0625) self.t:after(0.5, function() @@ -110,7 +113,7 @@ function Arena:on_enter(from, level, units, passives) end) end) end) - self.t:every(function() return self.start_time <= 0 and (self.boss and self.boss.dead) and #self.main:get_objects_by_classes(self.enemies) <= 0 end, function() + self.t:every(function() return self.start_time <= 0 and (self.boss and self.boss.dead) and #self.main:get_objects_by_classes(self.enemies) <= 0 and not self.spawning_enemies and not self.quitting end, function() self.can_quit = true if self.level == 6 then state.achievement_speed_booster = true @@ -142,80 +145,58 @@ function Arena:on_enter(from, level, units, passives) end) else -- Set win condition and enemy spawns - self.win_condition = random:table{'time', 'wave'} - if self.level % 3 == 0 then self.win_condition = 'wave' end - if self.level == 18 and self.trailer then self.win_condition = 'wave' end - if self.win_condition == 'wave' then - self.level_to_max_waves = { - 1, 2, random:int(2, 3), - 3, 3, 3, random:int(3, 4), - 4, 4, 4, 4, random:int(4, 5), - 5, 5, 5, 5, 5, random:int(5, 6), - 6, 7, 8, 9, 9, 10, 12 - } - self.max_waves = self.level_to_max_waves[self.level] - self.wave = 0 - self.start_time = 3 - self.t:after(1, function() - self.t:every(1, function() - if self.start_time > 1 then alert1:play{volume = 0.5} end - self.start_time = self.start_time - 1 + self.win_condition = 'wave' + self.level_to_max_waves = { + 2, 3, 4, + 3, 4, 4, 5, + 5, 5, 5, 5, 7, + 6, 6, 7, 7, 7, 10, + 6, 8, 10, 12, 14, 16, 25, + } + self.level_to_distributed_enemies_chance = { + 0, 5, 10, + 10, 15, 15, 20, + 20, 20, 20, 20, 25, + 25, 25, 25, 25, 25, 30, + 20, 25, 30, 35, 40, 45, 50, + } + self.max_waves = self.level_to_max_waves[self.level] + self.wave = 0 + self.start_time = 3 + self.t:after(1, function() + self.t:every(1, function() + if self.start_time > 1 then alert1:play{volume = 0.5} end + self.start_time = self.start_time - 1 + self.hfx:use('condition1', 0.25, 200, 10) + end, 3, function() + alert1:play{pitch = 1.2, volume = 0.5} + camera:shake(4, 0.25) + SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48} + self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 end, function() + self.wave = self.wave + 1 + if self.wave > self.max_waves then return end self.hfx:use('condition1', 0.25, 200, 10) - end, 3, function() - alert1:play{pitch = 1.2, volume = 0.5} - camera:shake(4, 0.25) - SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48} - self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 end, function() - self.wave = self.wave + 1 - if self.wave > self.max_waves then return end - self.hfx:use('condition1', 0.25, 200, 10) - self.hfx:pull('condition2', 0.0625) - self.t:after(0.5, function() + self.hfx:pull('condition2', 0.0625) + self.t:after(0.5, function() + if random:bool(self.level_to_distributed_enemies_chance[self.level]) then + local n = math.ceil((8 + (self.wave-1)*2)/7) + for i = 1, n do + self.t:after((i-1)*2, function() + self:spawn_distributed_enemies() + end) + end + else local spawn_type = random:table{'left', 'middle', 'right'} local spawn_points = {left = {x = self.x1 + 32, y = gh/2}, middle = {x = gw/2, y = gh/2}, right = {x = self.x2 - 32, y = gh/2}} local p = spawn_points[spawn_type] SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p, nil, 8 + (self.wave-1)*2) end) - end) - end, self.max_waves+1) - end) - self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 and self.wave > self.max_waves end, function() self.can_quit = true end) - end) - - elseif self.win_condition == 'time' then - self.level_to_time_left = { - 20, 20, random:int(20, 25), - 25, 25, 25, random:int(25, 30), - 30, 30, 30, 30, random:int(30, 35), - 35, 35, 35, 35, 35, random:int(35, 40), - 40, 45, 50, 55, 55, 60, 80 - } - self.time_left = self.level_to_time_left[self.level] - self.start_time = 3 - self.t:after(1, function() - self.t:every(1, function() - if self.start_time > 1 then alert1:play{volume = 0.5} end - self.start_time = self.start_time - 1 - self.hfx:use('condition1', 0.25, 200, 10) - end, 3, function() - alert1:play{pitch = 1.2, volume = 0.5} - camera:shake(4, 0.25) - SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48} - self.t:every(1, function() - self.time_left = self.time_left - 1 - self.hfx:use('condition1', 0.25, 200, 10) - self.hfx:pull('condition2', 0.0625) - end, self.time_left) - - self.t:every_immediate(2, function() - if #self.main:get_objects_by_classes(self.enemies) <= 0 or love.timer.getTime() - self.last_spawn_enemy_time >= 8 and not self.transitioning and not self.can_quit then - self:spawn_distributed_enemies() end - end, self.time_left/2) - end) + end) + end, self.max_waves+1) end) - self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 and self.time_left <= 0 and not self.can_quit end, function() self.can_quit = true end) - end + self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 and self.wave > self.max_waves end, function() self.can_quit = true end) + end) if self.level == 18 and self.trailer then Text2{group = self.ui, x = gw/2, y = gh/2 - 24, lines = {{text = '[fg, wavy]SNKRX', font = fat_font, alignment = 'center'}}} @@ -254,6 +235,7 @@ function Arena:on_enter(from, level, units, passives) self.healer_level = class_levels.healer self.psyker_level = class_levels.psyker self.conjurer_level = class_levels.conjurer + end @@ -308,28 +290,19 @@ function Arena:update(dt) gold = 2 passives = {} cascade_instance:stop() + run_passive_pool_by_tiers = { + [1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing', + 'hex_master', 'force_push', 'spawning_pool'}, + [2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'concentrated_fire', + 'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'}, + [3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'}, + } main:add(BuyScreen'buy_screen') main:go_to('buy_screen', 0, {}, passives) end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)} end - - --[[ - if input.w.pressed then - ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} - ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} - system.open_url'https://store.steampowered.com/app/915310/SNKRX/' - end - ]]-- end - --[[ - if input.w.pressed and self.won then - ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} - ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} - system.open_url'https://store.steampowered.com/app/915310/SNKRX/' - end - ]]-- - self:update_game_object(dt*slow_amount) cascade_instance.pitch = math.clamp(slow_amount*self.main_slow_amount, 0.05, 1) @@ -341,26 +314,33 @@ function Arena:update(dt) if self.can_quit and #self.main:get_objects_by_classes(self.enemies) <= 0 and not self.transitioning then self.can_quit = false + self.quitting = true if self.level == 25 then if not self.win_text and not self.win_text2 then self.won = true - camera.x, camera.y = gw/2, gh/2 - self.win_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 66, lines = {{text = '[wavy_mid, cbyc2]congratulations!', font = fat_font, alignment = 'center'}}} - self.t:after(2.5, function() + trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end) + 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() if new_game_plus == 10 then else - self.win_text2 = Text2{group = self.ui, x = gw/2, y = gh/2 + 20, lines = { - {text = "[fg]you've beaten the game!", font = pixul_font, alignment = 'center', height_multiplier = 1.2}, - {text = "[fg]i made this game in 3 months as a dev challenge", font = pixul_font, alignment = 'center', height_multiplier = 1.2}, - {text = "[fg]and i'm happy with how it turned out!", font = pixul_font, alignment = 'center', height_multiplier = 1.2}, - {text = "[fg]if you liked it too and want to play more games like this:", font = pixul_font, alignment = 'center', height_multiplier = 5}, + self.win_text2 = Text2{group = self.ui, x = gw/2, y = gh/2 + 20, force_update = true, lines = { + {text = "[fg]you've beaten the game!", font = pixul_font, alignment = 'center', height_multiplier = 1.24}, + {text = "[fg]i made this game in 3 months as a dev challenge", font = pixul_font, alignment = 'center', height_multiplier = 1.24}, + {text = "[fg]and i'm happy with how it turned out!", font = pixul_font, alignment = 'center', height_multiplier = 1.24}, + {text = "[fg]if you liked it too and want to play more games like this:", font = pixul_font, alignment = 'center', height_multiplier = 4}, {text = "[fg]i will release more games this year, so stay tuned!", font = pixul_font, alignment = 'center', height_multiplier = 1.4}, {text = "[wavy_mid, yellow]thanks for playing!", font = pixul_font, alignment = 'center'}, }} - SteamFollowButton{group = self.ui, x = gw/2, y = gh/2 + 37} - RestartButton{group = self.ui, x = gw - 40, y = gh - 20} + 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(12, function() + self.try_ng_text = Text2{group = self.ui, x = gw - 140, y = gh - 20, force_update = true, lines = { + {text = '[cbyc3, wavy_mid]try a harder difficulty:', font = pixul_font}, + }} + end) end end) @@ -475,13 +455,6 @@ function Arena:update(dt) steam.userStats.setAchievement('VOIDERS_WIN') steam.userStats.storeStats() end - - --[[ - state.achievement_speed_booster = true - system.save_state() - steam.userStats.setAchievement('SPEED_BOOSTER') - steam.userStats.storeStats() - ]]-- end else @@ -495,9 +468,13 @@ function Arena:update(dt) local w = 3*card_w + 2*20 self.choosing_passives = true self.cards = {} - local passive_1 = random:table(tier_to_passives[random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level]))]) - local passive_2 = random:table(tier_to_passives[random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level]))]) - local passive_3 = random:table(tier_to_passives[random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level]))]) + local tier_1 = random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level])) + local tier_2 = random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level])) + local tier_3 = random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level])) + local passive_pool_copy = table.copy(run_passive_pool_by_tiers) + local passive_1 = random:table_remove(passive_pool_copy[tier_1]) + local passive_2 = random:table_remove(passive_pool_copy[tier_2]) + local passive_3 = random:table_remove(passive_pool_copy[tier_3]) table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 0*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, arena = self, passive = passive_1, force_update = true}) table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 1*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, arena = self, passive = passive_2, force_update = true}) table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 2*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, arena = self, passive = passive_3, force_update = true}) @@ -540,22 +517,15 @@ function Arena:draw() end else if self.win_condition then - if self.win_condition == 'time' then - if self.start_time <= 0 then - graphics.push(self.x2 - 66, self.y1 - 9, 0, self.hfx.condition2.x, self.hfx.condition2.x) - graphics.print_centered('time left:', fat_font, self.x2 - 66, self.y1 - 9, 0, 0.6, 0.6, nil, nil, fg[0]) - graphics.pop() - graphics.push(self.x2 - 18 + fat_font:get_text_width(tostring(self.time_left))/2, self.y1 - 8, 0, self.hfx.condition1.x, self.hfx.condition1.x) - graphics.print(tostring(self.time_left), fat_font, self.x2 - 18, self.y1 - 8, 0, 0.75, 0.75, nil, fat_font.h/2, self.hfx.condition1.f and fg[0] or yellow[0]) - graphics.pop() - end - elseif self.win_condition == 'wave' then + if self.win_condition == 'wave' then if self.start_time <= 0 then graphics.push(self.x2 - 50, self.y1 - 10, 0, self.hfx.condition2.x, self.hfx.condition2.x) graphics.print_centered('wave:', fat_font, self.x2 - 50, self.y1 - 10, 0, 0.6, 0.6, nil, nil, fg[0]) graphics.pop() - graphics.push(self.x2 - 25 + fat_font:get_text_width(self.wave .. '/' .. self.max_waves)/2, self.y1 - 8, 0, self.hfx.condition1.x, self.hfx.condition1.x) - graphics.print(self.wave .. '/' .. self.max_waves, fat_font, self.x2 - 25, self.y1 - 8, 0, 0.75, 0.75, nil, fat_font.h/2, self.hfx.condition1.f and fg[0] or yellow[0]) + local wave = self.wave + if wave > self.max_waves then wave = self.max_waves end + graphics.push(self.x2 - 25 + fat_font:get_text_width(wave .. '/' .. self.max_waves)/2, self.y1 - 8, 0, self.hfx.condition1.x, self.hfx.condition1.x) + graphics.print(wave .. '/' .. self.max_waves, fat_font, self.x2 - 25, self.y1 - 8, 0, 0.75, 0.75, nil, fat_font.h/2, self.hfx.condition1.f and fg[0] or yellow[0]) graphics.pop() end end @@ -590,7 +560,8 @@ end function Arena:transition() self.transitioning = true local gold_gained = random:int(level_to_gold_gained[self.level][1], level_to_gold_gained[self.level][2]) - gold = gold + gold_gained + local interest = math.floor(gold/5) + gold = gold + gold_gained + interest ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5} TransitionEffect{group = main.transitions, x = self.player.x, y = self.player.y, color = self.color, transition_action = function(t) main:add(BuyScreen'buy_screen') @@ -598,22 +569,22 @@ function Arena:transition() t.t:after(0.1, function() t.text:set_text({ {text = '[nudge_down, bg]gold gained: ' .. tostring(gold_gained), font = pixul_font, alignment = 'center', height_multiplier = 1.5}, - {text = '[wavy_lower, bg]damage taken: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5}, - {text = '[wavy_lower, bg]damage dealt: 0', font = pixul_font, alignment = 'center'} + {text = '[wavy_lower, bg]interest: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5}, + {text = '[wavy_lower, bg]total: 0', font = pixul_font, alignment = 'center'} }) _G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} t.t:after(0.2, function() t.text:set_text({ {text = '[wavy_lower, bg]gold gained: ' .. tostring(gold_gained), font = pixul_font, alignment = 'center', height_multiplier = 1.5}, - {text = '[nudge_down, bg]damage taken: ' .. tostring(math.round(self.damage_taken, 0)), font = pixul_font, alignment = 'center', height_multiplier = 1.5}, - {text = '[wavy_lower, bg]damage dealt: 0', font = pixul_font, alignment = 'center'} + {text = '[nudge_down, bg]interest: ' .. tostring(interest), font = pixul_font, alignment = 'center', height_multiplier = 1.5}, + {text = '[wavy_lower, bg]total: 0', font = pixul_font, alignment = 'center'} }) _G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} t.t:after(0.2, function() t.text:set_text({ {text = '[wavy_lower, bg]gold gained: ' .. tostring(gold_gained), font = pixul_font, alignment = 'center', height_multiplier = 1.5}, - {text = '[wavy_lower, bg]damage taken: ' .. tostring(math.round(self.damage_taken, 0)), font = pixul_font, alignment = 'center', height_multiplier = 1.5}, - {text = '[nudge_down, bg]damage dealt: ' .. tostring(math.round(self.damage_dealt, 0)), font = pixul_font, alignment = 'center'} + {text = '[wavy_lower, bg]interest: ' .. tostring(interest), font = pixul_font, alignment = 'center', height_multiplier = 1.5}, + {text = '[nudge_down, bg]total: ' .. tostring(gold_gained + interest), font = pixul_font, alignment = 'center'} }) _G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} end) @@ -621,15 +592,17 @@ function Arena:transition() end) end, text = Text({ {text = '[wavy_lower, bg]gold gained: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5}, - {text = '[wavy_lower, bg]damage taken: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5}, - {text = '[wavy_lower, bg]damage dealt: 0', font = pixul_font, alignment = 'center'} + {text = '[wavy_lower, bg]interest: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5}, + {text = '[wavy_lower, bg]total: 0', font = pixul_font, alignment = 'center'} }, global_text_tags)} end function Arena:spawn_distributed_enemies() + self.spawning_enemies = true + local t = {'4', '4+4', '4+4+4', '2x4', '3x4', '4x2'} - local spawn_type = t[random:weighted_pick(40, 20, 5, 15, 5, 15)] + local spawn_type = t[random:weighted_pick(20, 20, 10, 15, 10, 15)] local spawn_points = table.copy(self.spawn_points) if spawn_type == '4' then local p = random:table_remove(spawn_points) @@ -637,6 +610,7 @@ function Arena:spawn_distributed_enemies() self.t:after(0.75, function() self:spawn_n_enemies(p) end) + self.t:after(1.5, function() self.spawning_enemies = false end, 'spawning_enemies') elseif spawn_type == '4+4' then local p = random:table_remove(spawn_points) SpawnMarker{group = self.effects, x = p.x, y = p.y} @@ -644,6 +618,7 @@ function Arena:spawn_distributed_enemies() self:spawn_n_enemies(p) self.t:after(2, function() self:spawn_n_enemies(p) end) end) + self.t:after(3.5, function() self.spawning_enemies = false end, 'spawning_enemies') elseif spawn_type == '4+4+4' then local p = random:table_remove(spawn_points) SpawnMarker{group = self.effects, x = p.x, y = p.y} @@ -656,36 +631,58 @@ function Arena:spawn_distributed_enemies() end) end) end) + self.t:after(3.5, function() self.spawning_enemies = false end, 'spawning_enemies') elseif spawn_type == '2x4' then - 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) end) - 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) 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, 1) 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) end) + end) + self.t:after(1.5, function() self.spawning_enemies = false end, 'spawning_enemies') elseif spawn_type == '3x4' then - 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) end) - 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) end) - 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) 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, 1) 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) 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) end) + end) + self.t:after(1.5, function() self.spawning_enemies = false end, 'spawning_enemies') elseif spawn_type == '4x2' then - 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, 2) end) - 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, 2) end) - 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, 2) end) - 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, 2) 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, 1, 2) 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, 2) 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, 2) 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, 2) end) + end) + self.t:after(1.5, function() self.spawning_enemies = false end, 'spawning_enemies') end end diff --git a/buy_screen.lua b/buy_screen.lua index 6a528fe..fd602f2 100644 --- a/buy_screen.lua +++ b/buy_screen.lua @@ -52,9 +52,10 @@ function BuyScreen:on_enter(from, level, units, passives) self.party_text = Text({{text = '[wavy_mid, fg]party', font = pixul_font, alignment = 'center'}}, global_text_tags) 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) if not self.first_screen then RerollButton{group = self.main, x = 150, y = 18, parent = self} end - GoButton{group = self.main, x = gw - 135, y = gh - 20, parent = self} + GoButton{group = self.main, x = gw - 100, y = gh - 20, parent = self} -- WishlistButton{group = self.main, x = gw - 147, y = gh - 20, parent = self} end @@ -71,18 +72,22 @@ function BuyScreen:update(dt) if self.sets_text then self.sets_text:update(dt) end if self.party_text then self.party_text:update(dt) end if self.items_text then self.items_text:update(dt) end + if self.ng_text then self.ng_text:update(dt) end end function BuyScreen:draw() self.main:draw() self.effects:draw() - if self.items_text then self.items_text:draw(32, 150) end + if self.items_text then self.items_text:draw(32, 145) end self.ui: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 end @@ -118,11 +123,11 @@ function BuyScreen:buy(character, i) end bought = true else - if #self.units >= 10 then + if #self.units >= max_units then if not self.info_text then self.info_text = InfoText{group = main.current.ui} self.info_text:activate({ - {text = '[fg]maximum number of units [yellow](10) [fg]reached', font = pixul_font, alignment = 'center'}, + {text = '[fg]maximum number of units [yellow](' .. max_units .. ') [fg]reached', font = pixul_font, alignment = 'center'}, }, nil, nil, nil, nil, 16, 4, nil, 2) self.info_text.x, self.info_text.y = gw - 140, gh - 20 end @@ -205,8 +210,8 @@ SteamFollowButton:implement(GameObject) function SteamFollowButton:init(args) self:init_game_object(args) self.interact_with_mouse = true - self.shape = Rectangle(self.x, self.y, fat_font:get_text_width('follow me on steam!'), fat_font.h) - self.text = Text({{text = '[blue]follow me on steam!', font = fat_font, alignment = 'center'}}, global_text_tags) + self.shape = Rectangle(self.x, self.y, pixul_font:get_text_width('follow me on steam!') + 12, pixul_font.h + 4) + self.text = Text({{text = '[greenm5]follow me on steam!', font = pixul_font, alignment = 'center'}}, global_text_tags) end @@ -225,8 +230,8 @@ end function SteamFollowButton:draw() graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y) + graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or green[0]) self.text:draw(self.x, self.y) - graphics.rectangle(self.x, self.y + self.text.h/5, self.text.w, 2, 2, 2, self.selected and blue[5] or blue[0]) graphics.pop() end @@ -236,14 +241,14 @@ function SteamFollowButton:on_mouse_enter() ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5} pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.selected = true - self.text:set_text{{text = '[blue5]follow me on steam!', font = fat_font, alignment = 'center'}} + self.text:set_text{{text = '[fgm5]follow me on steam!', font = pixul_font, alignment = 'center'}} self.spring:pull(0.05, 200, 10) end function SteamFollowButton:on_mouse_exit() love.mouse.setCursor() - self.text:set_text{{text = '[blue]follow me on steam!', font = fat_font, alignment = 'center'}} + self.text:set_text{{text = '[greenm5]follow me on steam!', font = pixul_font, alignment = 'center'}} self.selected = false end @@ -616,7 +621,7 @@ function CharacterPart:die() if self.selected and self.parent:is(BuyScreen) then for _, set in ipairs(self.parent.sets) do - if table.any(character_classes[self.character], set.class) then + if table.any(character_classes[self.character], function(v) return v == set.class end) then set:unhighlight() end end @@ -656,6 +661,7 @@ function PassiveCard:update(dt) if self.selected and input.m1.pressed and self.arena.choosing_passives then self.arena.choosing_passives = false table.insert(passives, self.passive) + table.delete(run_passive_pool_by_tiers[passive_tiers[self.passive]], self.passive) trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function() slow_amount = 1 self.arena:transition() diff --git a/devlog.md b/devlog.md index b307584..5f19e01 100644 --- a/devlog.md +++ b/devlog.md @@ -1077,3 +1077,8 @@ Everything is done except these: Tomorrow I'll start balancing the game out, which should lead to a bunch of bug fixes and small changes, and after that's done I'll get NG+1-10 working. Once that's done I'll do credits screen, NG+10 (game complete) screen, and find new music for the game. I want something more ambient generally and less upbeat. + +# Day 73-75 - 30/04/21 - 02/05/21 + +Spending a lot of time balancing the game. The end game is pretty hectic and I need to make sure that it's reachable at NG+~7+. +Basically just playing the game a lot, changing things that are too strong weak, then playing more and seeing if it's better. diff --git a/enemies.lua b/enemies.lua index df5df88..3139782 100644 --- a/enemies.lua +++ b/enemies.lua @@ -22,7 +22,7 @@ function Seeker:init(args) HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1} for _, enemy in ipairs(enemies) do LightningLine{group = main.current.effects, src = self, dst = enemy, color = green[0]} - enemy:speed_boost(3 + self.level*0.1) + enemy:speed_boost(3 + self.level*0.1 + new_game_plus*0.1) end end end) @@ -96,7 +96,8 @@ function Seeker:init(args) LightningLine{group = main.current.effects, src = self, dst = enemy, color = blue[0]} enemy:hit(10000) shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4} - for i = 1, 16 do EnemyProjectile{group = main.current.main, x = enemy.x, y = enemy.y, color = blue[0], r = (i-1)*math.pi/8, v = 150 + 5*enemy.level, dmg = 2*enemy.dmg} end + local n = 8 + new_game_plus + for i = 1, n do EnemyProjectile{group = main.current.main, x = enemy.x, y = enemy.y, color = blue[0], r = (i-1)*math.pi/(n/2), v = 150 + 5*enemy.level, dmg = 2*enemy.dmg} end end end) @@ -112,7 +113,8 @@ function Seeker:init(args) LightningLine{group = main.current.effects, src = self, dst = enemy, color = blue[0]} enemy:hit(10000) shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4} - for i = 1, 16 do EnemyProjectile{group = main.current.main, x = enemy.x, y = enemy.y, color = blue[0], r = (i-1)*math.pi/8, v = 150 + 5*enemy.level, dmg = 2*enemy.dmg} end + local n = 8 + new_game_plus + for i = 1, n do EnemyProjectile{group = main.current.main, x = enemy.x, y = enemy.y, color = blue[0], r = (i-1)*math.pi/(n/2), v = 150 + 5*enemy.level, dmg = 2*enemy.dmg} end end elseif attack == 'swarm' then local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 128), {Seeker}) @@ -143,7 +145,7 @@ function Seeker:init(args) HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1} for _, enemy in ipairs(enemies) do LightningLine{group = main.current.effects, src = self, dst = enemy, color = green[0]} - enemy:speed_boost(3 + self.level*0.1) + enemy:speed_boost(3 + self.level*0.1 + new_game_plus*0.1) end end end @@ -171,10 +173,10 @@ function Seeker:init(args) if self.speed_booster then self.color = green[0]:clone() self.area_sensor = Circle(self.x, self.y, 128) - self.t:after({16, 32}, function() self:hit(10000) end) + self.t:after({16, 24}, function() self:hit(10000) end) elseif self.exploder then self.color = blue[0]:clone() - self.t:after({16, 32}, function() self:hit(10000) end) + self.t:after({16, 24}, function() self:hit(10000) end) elseif self.headbutter then self.color = orange[0]:clone() self.last_headbutt_time = 0 @@ -210,7 +212,8 @@ function Seeker:init(args) self.hfx:use('hit', 0.25, 200, 10, 0.1) local r = self.r HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6} - EnemyProjectile{group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), color = fg[0], r = r, v = 150 + 5*self.level, dmg = 2*self.dmg} + EnemyProjectile{group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), color = fg[0], r = r, v = 150 + 5*self.level + 5*new_game_plus, + dmg = (new_game_plus*0.1 + 1.5)*self.dmg} end) end end, nil, nil, 'shooter') @@ -242,10 +245,11 @@ function Seeker:update(dt) if main.current.mage_level == 2 then self.buff_def_a = -30 elseif main.current.mage_level == 1 then self.buff_def_a = -15 else self.buff_def_a = 0 end + if self.headbutt_charging or self.headbutting then self.buff_def_m = 3 end if self.speed_boosting then - local n = math.remap(love.timer.getTime() - self.speed_boosting, 0, 3, 1, 0.5) - self.speed_boosting_mvspd_m = (3 + 0.1*self.level)*n + local n = math.remap(love.timer.getTime() - self.speed_boosting, 0, (3 + 0.1*self.level + new_game_plus*0.1), 1, 0.5) + self.speed_boosting_mvspd_m = (3 + 0.1*self.level + 0.1*new_game_plus)*n if not self.speed_booster and not self.exploder and not self.headbutter and not self.tank and not self.shooter and not self.spawner then self.color.r = math.remap(n, 1, 0.5, green[0].r, red[0].r) self.color.g = math.remap(n, 1, 0.5, green[0].g, red[0].g) @@ -388,7 +392,7 @@ function Seeker:hit(damage, projectile) if self.push_invulnerable then return end self:show_hp() - local actual_damage = self:calculate_damage(damage)*self.stun_dmg_m*self.bane_dmg_m + local actual_damage = self:calculate_damage(damage)*(self.stun_dmg_m or 1)*(self.bane_dmg_m or 1) if self.vulnerable then actual_damage = actual_damage*1.2 end self.hp = self.hp - actual_damage main.current.damage_dealt = main.current.damage_dealt + actual_damage @@ -408,6 +412,11 @@ function Seeker:hit(damage, projectile) HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 12}:scale_down(0.3):change_color(0.5, self.color) _G[random:table{'enemy_die1', 'enemy_die2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.5} + if self.boss then + slow(0.25, 1) + magic_die1:play{pitch = random:float(0.95, 1.05), volume = 0.5} + end + if self.speed_booster then local enemies = self:get_objects_in_shape(self.area_sensor, main.current.enemies) if #enemies > 0 then @@ -423,8 +432,9 @@ function Seeker:hit(damage, projectile) if self.exploder then shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4} trigger:after(0.01, function() - for i = 1, 16 do - EnemyProjectile{group = main.current.main, x = self.x, y = self.y, color = blue[0], r = (i-1)*math.pi/8, v = 150 + 5*self.level, dmg = 2*self.dmg} + local n = 8 + new_game_plus + for i = 1, n do + EnemyProjectile{group = main.current.main, x = self.x, y = self.y, color = blue[0], r = (i-1)*math.pi/(n/2), v = 150 + 5*self.level, dmg = 2*self.dmg} end end) end diff --git a/main.lua b/main.lua index 2fb2efe..6417b2c 100644 --- a/main.lua +++ b/main.lua @@ -468,7 +468,7 @@ function init() ['carver'] = function(lvl) return '[fg]carves a statue that periodically heals [yellow]1[fg] unit for [yellow]20%[fg] max HP if in range' end, ['bane'] = function(lvl) return '[fg]creates a large area that curses enemies to take [yellow]+50%[fg] damage' end, ['psykino'] = function(lvl) return '[fg]pulls enemies together for [yellow]2[fg] seconds' end, - ['barrager'] = function(lvl) return '[fg]shoots a barrage of [yellow]5[fg] arrows, each dealing [yellow]' .. get_character_stat('barrager', lvl, 'dmg') .. '[fg] damage and pushing enemies' end, + ['barrager'] = function(lvl) return '[fg]shoots a barrage of [yellow]3[fg] arrows, each dealing [yellow]' .. get_character_stat('barrager', lvl, 'dmg') .. '[fg] damage and pushing enemies' end, ['highlander'] = function(lvl) return '[fg]deals [yellow]' .. 5*get_character_stat('highlander', lvl, 'dmg') .. '[fg] AoE damage' end, ['fairy'] = function(lvl) return '[fg]periodically heals [yellow]1[fg] unit at random and grants it [yellow]+100%[fg] attack speed for [yellow]6[fg] seconds' end, ['priest'] = function(lvl) return '[fg]heals all allies for [yellow]20%[fg] their max HP' end, @@ -719,7 +719,7 @@ function init() local ylb1 = function(lvl) return lvl >= 2 and 'fg' or (lvl >= 1 and 'yellow' or 'light_bg') end local ylb2 = function(lvl) return (lvl >= 2 and 'yellow' or 'light_bg') end class_descriptions = { - ['ranger'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']10%[' .. ylb2(lvl) .. ']/20% [fg]chance to release a barrage on attack to allied rangers' end, + ['ranger'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']8%[' .. ylb2(lvl) .. ']/16% [fg]chance to release a barrage on attack to allied rangers' end, ['warrior'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']+25[' .. ylb2(lvl) .. ']/+50 [fg]defense to allied warriors' end, ['mage'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']-15[' .. ylb2(lvl) .. ']/-30 [fg]enemy defense' end, ['rogue'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']10%[' .. ylb2(lvl) .. ']/20% [fg]chance to crit to allied rogues, dealing [yellow]4x[] damage' end, @@ -949,7 +949,7 @@ function init() ['flying_daggers'] = '[fg]all knives thrown by rogues chain [yellow]+2[fg] times', ['assassination'] = '[fg]crits from rogues deal [yellow]8x[fg] damage but normal attacks deal [yellow]half[fg] damage', ['magnify'] = '[yellow]+25%[fg] area size', - ['concentrated_fire'] = '[yellow]-50%[fg] area size and [yellow]+50%[fg] area damage', + ['concentrated_fire'] = '[yellow]-50%[fg] area size and [yellow]+100%[fg] area damage', ['unleash'] = '[yellow]+2%[fg] area size and damage per second', ['reinforce'] = '[yellow]+10%[fg] damage, defense and attack speed to all allies if you have at least one enchanter', ['payback'] = '[yellow]+5%[fg] damage to all allies whenever an enchanter is hit', @@ -958,7 +958,7 @@ function init() ['whispers_of_doom'] = '[fg]curses apply doom, when [yellow]4[fg] doom instances are reached they deal [yellow]200[fg] damage', ['force_push'] = '[yellow]+25%[fg] knockback force', ['heavy_impact'] = '[fg]when enemies hit walls they take damage according to the knockback force', - ['crucio'] = '[fg]taking damage also shares that amount across all enemies', + ['crucio'] = '[fg]taking damage also shares that across all enemies at [yellow]25%[fg] its value', ['immolation'] = '[yellow]3[fg] units will periodically take damage, all your allies gain [yellow]+8%[fg] damage per tick', ['call_of_the_void'] = '[yellow]+25%[fg] damage over time', ['spawning_pool'] = '[yellow]+1[fg] critter health', @@ -1051,27 +1051,27 @@ function init() [1] = {2, 2}, [2] = {2, 2}, [3] = {4, 6}, - [4] = {2, 3}, - [5] = {3, 5}, + [4] = {3, 5}, + [5] = {4, 7}, [6] = {6, 10}, - [7] = {4, 7}, - [8] = {4, 7}, + [7] = {6, 7}, + [8] = {7, 8}, [9] = {10, 16}, - [10] = {5, 8}, - [11] = {5, 8}, - [12] = {12, 20}, - [13] = {6, 10}, - [14] = {6, 10}, - [15] = {14, 22}, - [16] = {8, 12}, - [17] = {8, 12}, - [18] = {16, 24}, + [10] = {10, 12}, + [11] = {12, 14}, + [12] = {18, 20}, + [13] = {12, 16}, + [14] = {14, 18}, + [15] = {16, 20}, + [16] = {12, 12}, + [17] = {12, 12}, + [18] = {20, 24}, [19] = {8, 12}, [20] = {10, 14}, [21] = {20, 28}, - [22] = {11, 15}, - [23] = {11, 15}, - [24] = {24, 36}, + [22] = {32, 32}, + [23] = {36, 36}, + [24] = {48, 48}, [25] = {100, 100}, } @@ -1150,18 +1150,28 @@ function init() [25] = {'speed_booster', 'exploder', 'headbutter', 'tank', 'shooter', 'spawner'}, } + run_passive_pool_by_tiers = { + [1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing', + 'hex_master', 'force_push', 'spawning_pool'}, + [2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'concentrated_fire', + 'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'}, + [3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'}, + } gold = 2 passives = {} system.load_state() new_game_plus = state.new_game_plus or 0 steam.userStats.requestCurrentStats() + max_units = 7 + math.floor(new_game_plus/2) main = Main() - --main:add(BuyScreen'buy_screen') - --main:go_to('buy_screen', 0, {}, passives) + main:add(BuyScreen'buy_screen') + main:go_to('buy_screen', 0, {}, passives) + --[[ main:add(Media'media') main:go_to('media') + ]]-- end diff --git a/objects.lua b/objects.lua index 84c1c21..497420b 100644 --- a/objects.lua +++ b/objects.lua @@ -9,7 +9,7 @@ function SpawnMarker:init(args) self.m = 1 self.n = 0 pop3:play{pitch = 1, volume = 0.15} - self.t:every({0.11, 0.14}, function() + self.t:every({0.13, 0.16}, function() self.hidden = not self.hidden self.m = self.m*random:float(0.84, 0.87) end, nil, nil, 'blink') @@ -229,14 +229,14 @@ function Unit:calculate_stats(first_run) elseif self:is(Seeker) then if self.boss then local x = self.level - local y = {0, 1, 4, 2, 3, 6, 3, 5, 9, 4, 6, 11, 7, 9, 15, 8, 10, 18, 9, 11, 21, 14, 15, 24, 25} - self.base_hp = 150 + 175*y[x] + local y = {0, 0, 3, 0, 0, 6, 0, 0, 9, 0, 0, 12, 0, 0, 15, 0, 0, 18, 0, 0, 21, 0, 0, 24, 25} + self.base_hp = 100 + (new_game_plus*5) + (100 + new_game_plus*5)*y[x] self.base_dmg = 50 + 15*y[x] self.base_mvspd = 35 + 1.5*y[x] else local x = self.level - local y = {0, 1, 4, 2, 3, 6, 3, 5, 9, 4, 6, 11, 7, 9, 15, 8, 10, 18, 9, 11, 21, 14, 15, 24, 25} - self.base_hp = 50 + 55*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 + (new_game_plus*2) + (25 + new_game_plus*2)*y[x] self.base_dmg = 10 + 3*y[x] self.base_mvspd = 70 + 3*y[x] end @@ -246,7 +246,7 @@ 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, 4, 2, 3, 6, 3, 5, 9, 4, 6, 11, 7, 9, 15, 8, 10, 18, 9, 11, 21, 14, 15, 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} self.base_hp = 25 + 30*y[x] self.base_dmg = 10 + 3*y[x] self.base_mvspd = 60 + 3*y[x] diff --git a/player.lua b/player.lua index 3a563e8..59d5bd4 100644 --- a/player.lua +++ b/player.lua @@ -317,7 +317,7 @@ function Player:init(args) end) end else - for i = 1, 5 do + for i = 1, 3 do self.t:after((i-1)*0.075, function() self:shoot(r + random:float(-math.pi/32, math.pi/32), {knockback = (self.level == 3 and 14 or 7)}) end) @@ -438,26 +438,28 @@ function Player:init(args) end if self.ouroboros_technique_r then - self.t:every(0.1, function() - if self.move_right_pressed and love.timer.getTime() - self.move_right_pressed > 1 then - local target = self:get_closest_object_in_shape(Circle(self.x, self.y, 96), main.current.enemies) - if target then - local units = self:get_all_units() - local unit = random:table(units) - unit:barrage(unit:angle_to_object(target), 1) - else - local units = self:get_all_units() - local cx, cy = 0, 0 - for _, unit in ipairs(units) do - cx = cx + unit.x - cy = cy + unit.y + self.t:after(0.01, function() + self.t:every(0.4 - (0.02*#self:get_all_units()), function() + if self.move_right_pressed and love.timer.getTime() - self.move_right_pressed > 1 then + local target = self:get_closest_object_in_shape(Circle(self.x, self.y, 96), main.current.enemies) + if target then + local units = self:get_all_units() + local unit = random:table(units) + unit:barrage(unit:angle_to_object(target), 1) + else + local units = self:get_all_units() + local cx, cy = 0, 0 + for _, unit in ipairs(units) do + cx = cx + unit.x + cy = cy + unit.y + end + cx = cx/#units + cy = cy/#units + local unit = random:table(units) + unit:barrage(unit:angle_from_point(cx, cy), 1) end - cx = cx/#units - cy = cy/#units - local unit = random:table(units) - unit:barrage(unit:angle_from_point(cx, cy), 1) end - end + end) end) end @@ -534,7 +536,7 @@ function Player:init(args) if self.concentrated_fire then self.concentrated_fire_area_size_m = 0.66 - self.concentrated_fire_area_dmg_m = 1.5 + self.concentrated_fire_area_dmg_m = 2 end if self.unleash then @@ -638,8 +640,8 @@ function Player:update(dt) end if table.any(self.classes, function(v) return v == 'ranger' end) then - if main.current.ranger_level == 2 then self.chance_to_barrage = 20 - elseif main.current.ranger_level == 1 then self.chance_to_barrage = 10 + if main.current.ranger_level == 2 then self.chance_to_barrage = 16 + elseif main.current.ranger_level == 1 then self.chance_to_barrage = 8 elseif main.current.ranger_level == 0 then self.chance_to_barrage = 0 end end @@ -901,7 +903,7 @@ function Player:hit(damage) if self.crucio then local enemies = main.current.main:get_objects_by_classes(main.current.enemies) for _, enemy in ipairs(enemies) do - enemy:hit(actual_damage) + enemy:hit(0.25*actual_damage) HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1} end end @@ -909,8 +911,8 @@ function Player:hit(damage) local psykeeper = self:get_unit'psykeeper' if psykeeper then psykeeper.stored_heal = psykeeper.stored_heal + actual_damage - if psykeeper.stored_heal > (0.5*psykeeper.max_hp) and love.timer.getTime() - self.last_heal_time > 6 then - self.last_heal_time = love.timer.getTime() + if psykeeper.stored_heal > (0.5*psykeeper.max_hp) and love.timer.getTime() - psykeeper.last_heal_time > 6 then + psykeeper.last_heal_time = love.timer.getTime() local all_units = self:get_all_units() for _, unit in ipairs(all_units) do unit:heal(psykeeper.stored_heal*(self.heal_effect_m or 1)/#all_units) @@ -1140,11 +1142,11 @@ function Player:shoot(r, mods) elseif self.character == 'dual_gunner' then dual_gunner1:play{pitch = random:float(0.95, 1.05), volume = 0.3} dual_gunner2:play{pitch = random:float(0.95, 1.05), volume = 0.3} - elseif self.character == 'archer' or self.character == 'hunter' or self.character == 'barrager' then + elseif self.character == 'archer' or self.character == 'hunter' or self.character == 'barrager' or self.character == 'corruptor' then archer1:play{pitch = random:float(0.95, 1.05), volume = 0.35} elseif self.character == 'wizard' or self.character == 'lich' then wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.15} - elseif self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'spellblade' or self.character == 'bard' or self.character == 'assassin' then + elseif self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'spellblade' or self.character == 'bard' or self.character == 'assassin' or self.character == 'beastmaster' then _G[random:table{'scout1', 'scout2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.35} if self.character == 'spellblade' then wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.15} @@ -1158,7 +1160,7 @@ function Player:shoot(r, mods) end if self.chance_to_barrage and random:bool(self.chance_to_barrage) then - self:barrage(r, 4) + self:barrage(r, 3) end end @@ -2280,6 +2282,6 @@ end function Critter:on_trigger_enter(other, contact) if other:is(Seeker) then self:hit(1) - other:hit(self.dmg) + other:hit(self.dmg, self) end end diff --git a/shared.lua b/shared.lua index b0d0560..b33d150 100644 --- a/shared.lua +++ b/shared.lua @@ -20,7 +20,7 @@ function shared_init() end modal_transparent = Color(0.1, 0.1, 0.1, 0.6) - bg_off = Color(47, 47, 47) + bg_off = Color(46, 46, 46) bg_gradient = GradientImage('vertical', Color(128, 128, 128, 0), Color(0, 0, 0, 0.3)) graphics.set_background_color(bg[0]) @@ -51,7 +51,6 @@ end function shared_draw(draw_action) - --[[ star_canvas:draw_to(function() star_group:draw() end) @@ -74,7 +73,6 @@ function shared_draw(draw_action) bg_gradient:draw(gw/2, gh/2, 480, 270) camera:detach() end) - ]]-- main_canvas:draw_to(function() draw_action() @@ -504,6 +502,7 @@ global_text_tags = { fgm5 = TextTag{draw = function(c, i, text) graphics.set_color(fg[-5]) end}, fgm10 = TextTag{draw = function(c, i, text) graphics.set_color(fg[-10]) end}, greenm5 = TextTag{draw = function(c, i, text) graphics.set_color(green[-5]) end}, + green5 = TextTag{draw = function(c, i, text) graphics.set_color(green[5]) end}, blue5 = TextTag{draw = function(c, i, text) graphics.set_color(blue[5]) end}, bluem5 = TextTag{draw = function(c, i, text) graphics.set_color(blue[-5]) end}, wavy = TextTag{update = function(c, dt, i, text) c.oy = 2*math.sin(4*time + i) end}, @@ -544,6 +543,15 @@ global_text_tags = { graphics.set_color(c.color) end}, + cbyc3 = TextTag{init = function(c, i, text) + c.color = invisible + text.t:after((i-1)*0.05, function() + c.color = bg[10] + end) + end, draw = function(c, i, text) + graphics.set_color(c.color) + end}, + nudge_down = TextTag{init = function(c, i, text) c.oy = -4 text.t:tween(0.1, c, {oy = 0}, math.linear) diff --git a/todo b/todo index 7a6aff2..201cf7d 100644 --- a/todo +++ b/todo @@ -3,10 +3,12 @@ Trailers 3-4 pure gameplay playthroughs showcasing different builds 1 normal 30-40s trailer Misc + Squire's Lv.3 effect NG+1-10 (difficulty ramps up faster and goes higher than normal at the end, the player also gains more gold per round, and on NG+1 and NG+5 the maximum number of units is increased by 1 (10->11->12) NG+10 end screen New music Credits + Level X/25 text Engine improvements for after SNKRX release