Update bug fixes
parent
ae2aa9b9b9
commit
9c39ae7e8c
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@ -545,7 +545,7 @@ function Arena:quit()
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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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CharacterPart{group = self.ui, x = 40, y = 40 + (i-1)*19, character = unit.character, level = unit.level, force_update = true, parent = self}
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CharacterPart{group = self.ui, x = 40, y = 40 + (i-1)*19, character = unit.character, level = unit.level, force_update = true, cant_click = true, parent = self}
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end
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end
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if new_game_plus == 5 then
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if new_game_plus == 5 then
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@ -863,6 +863,8 @@ end
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function CharacterPart:update(dt)
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function CharacterPart:update(dt)
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self:update_game_object(dt)
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self:update_game_object(dt)
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if self.cant_click then return end
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if not self.parent:is(CharacterPart) then
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if not self.parent:is(CharacterPart) then
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if input.m1.pressed and self.colliding_with_mouse then
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if input.m1.pressed and self.colliding_with_mouse then
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self.grabbed = true
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self.grabbed = true
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@ -306,7 +306,7 @@ end
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-- Higher frequency means jerkier movement, lower frequency means smoother movement
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-- Higher frequency means jerkier movement, lower frequency means smoother movement
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-- camera:shake(10, 1, 120) -> shakes the camera with 10 intensity for 1 second and 120 frequency
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-- camera:shake(10, 1, 120) -> shakes the camera with 10 intensity for 1 second and 120 frequency
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function Camera:shake(intensity, duration, frequency)
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function Camera:shake(intensity, duration, frequency)
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if state.no_camera_shake then return end
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if state.no_screen_shake then return end
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table.insert(self.shakes.x, Shake(intensity, 1000*(duration or 0), frequency or 60))
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table.insert(self.shakes.x, Shake(intensity, 1000*(duration or 0), frequency or 60))
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table.insert(self.shakes.y, Shake(intensity, 1000*(duration or 0), frequency or 60))
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table.insert(self.shakes.y, Shake(intensity, 1000*(duration or 0), frequency or 60))
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end
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end
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@ -316,7 +316,7 @@ end
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-- k and d are stiffness and damping spring values (see spring file for more)
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-- k and d are stiffness and damping spring values (see spring file for more)
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-- camera:shake(10, math.pi/4) -> shakes the camera with 10 intensity diagonally
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-- camera:shake(10, math.pi/4) -> shakes the camera with 10 intensity diagonally
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function Camera:spring_shake(intensity, r, k, d)
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function Camera:spring_shake(intensity, r, k, d)
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if state.no_camera_shake then return end
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if state.no_screen_shake then return end
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self.spring.x:pull(-intensity*math.cos(r or 0), k, d)
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self.spring.x:pull(-intensity*math.cos(r or 0), k, d)
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self.spring.y:pull(-intensity*math.sin(r or 0), k, d)
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self.spring.y:pull(-intensity*math.sin(r or 0), k, d)
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end
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end
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2
main.lua
2
main.lua
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@ -1175,7 +1175,7 @@ function init()
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main = Main()
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main = Main()
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if run.level ~= 0 then
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if run.level and run.level > 0 then
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main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5}
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main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5}
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end
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end
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