Move units
parent
2a240d6f57
commit
a859f6df56
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@ -137,6 +137,10 @@ function BuyScreen:update(dt)
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if self.in_tutorial and input.escape.pressed then
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self:quit_tutorial()
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end
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for _, part in ipairs(self.characters) do
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part.y = 40 + (part.i-1)*19
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end
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end
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@ -160,6 +164,18 @@ function BuyScreen:draw()
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if self.items_text then self.items_text:draw(32, 145) end
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self.ui:draw()
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if self.unit_grabbed then
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local x, y = camera:get_mouse_position()
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y = math.clamp(y, 40, 40 + (#self.units-1)*19)
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graphics.push(self.unit_grabbed.x, y, 0)
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graphics.rectangle(self.unit_grabbed.x, y, 14, 14, 3, 3, bg[5])
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graphics.print_centered(self.unit_grabbed.level, pixul_font, self.unit_grabbed.x + 0.5, y + 2, 0, 1, 1, 0, 0, bg[10])
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for _, part in ipairs(self.unit_grabbed.parts) do
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part:draw(y)
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end
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graphics.pop()
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end
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if self.shop_text then self.shop_text:draw(64, 20) end
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if self.sets_text then self.sets_text:draw(328, 20) end
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if self.party_text then self.party_text:draw(440, 20) end
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@ -740,6 +756,45 @@ end
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function CharacterPart:update(dt)
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self:update_game_object(dt)
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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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self.grabbed = true
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self.parent.unit_grabbed = self
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end
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if self.grabbed and input.m1.released then
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self.grabbed = false
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self.parent.unit_grabbed = false
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self.spring:pull(0.2, 200, 10)
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--[[
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for i, unit in ipairs(self.parent.units) do
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print(unit.character)
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end
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for i, character in ipairs(self.parent.characters) do
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print(character.y, character.character, character.shape.y)
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end
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]]--
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end
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for _, part in ipairs(self.parts) do
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part.grabbed = self.grabbed
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end
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if self.parent.unit_grabbed and self.parent.unit_grabbed == self then
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local x, y = camera:get_mouse_position()
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local i
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if y >= self.y - 19 and y <= self.y + 19 then i = self.i
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elseif y < self.y - 19 then i = self.i - 1
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elseif y > self.y + 19 then i = self.i + 1
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end
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i = math.clamp(i, 1, #self.parent.units)
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-- i = math.clamp(math.floor((y - 40)/19) + 1, 1, #self.parent.units)
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self.parent.units[self.i], self.parent.units[i] = self.parent.units[i], self.parent.units[self.i]
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self.parent.characters[self.i], self.parent.characters[i] = self.parent.characters[i], self.parent.characters[self.i]
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self.parent.characters[self.i].i, self.parent.characters[i].i = self.i, i
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end
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end
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if self.selected and input.m2.pressed and not self.just_created then
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_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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if self.reserve then
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@ -754,13 +809,29 @@ function CharacterPart:update(dt)
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self.parent.parent:set_party_and_sets()
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end
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end
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self.shape:move_to(self.x, self.y)
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for _, part in ipairs(self.parts) do
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part.y = self.y
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end
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end
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function CharacterPart:draw()
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function CharacterPart:draw(y)
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graphics.push(self.x, self.y, 0, self.sx*self.spring.x, self.sy*self.spring.x)
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graphics.rectangle(self.x, self.y, 14, 14, 3, 3, self.highlighted and fg[0] or character_colors[self.character])
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graphics.print_centered(self.level, pixul_font, self.x + 0.5, self.y + 2, 0, 1, 1, 0, 0, self.highlighted and fg[-5] or _G[character_color_strings[self.character]][-5])
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if self.grabbed then
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--[[
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graphics.rectangle(self.x, self.y, 14, 14, 3, 3, bg[5])
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graphics.print_centered(self.level, pixul_font, self.x + 0.5, self.y + 2, 0, 1, 1, 0, 0, bg[10])
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]]--
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else
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graphics.rectangle(self.x, self.y, 14, 14, 3, 3, self.highlighted and fg[0] or character_colors[self.character])
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graphics.print_centered(self.level, pixul_font, self.x + 0.5, self.y + 2, 0, 1, 1, 0, 0, self.highlighted and fg[-5] or _G[character_color_strings[self.character]][-5])
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end
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if y then
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graphics.rectangle(self.x, y, 14, 14, 3, 3, bg[5])
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graphics.print_centered(self.level, pixul_font, self.x + 0.5, y + 2, 0, 1, 1, 0, 0, bg[10])
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end
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graphics.pop()
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end
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2
main.lua
2
main.lua
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@ -1158,7 +1158,7 @@ function init()
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}
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local run = system.load_run()
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run_passive_pool_by_tiers = run.passive_pool_by_tiers or {
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run_passive_pool_by_tiers = run.run_passive_pool_by_tiers or {
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[1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing',
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'hex_master', 'force_push', 'spawning_pool'},
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[2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'echo_barrage',
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18
todo
18
todo
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@ -2,10 +2,20 @@ Curser buff - change all cursers to trigger like the infestor does and for the e
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Forcer buff - change all forcers to have a bigger area or to trigger their effects via projectiles (like the hunter)
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Conjurer buff - buff saboteur, buff engineer
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Vagrant buff - increase "active set" bonuses
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Save runs
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Move units
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Endless mode
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AoE nerf - Unleash 1%
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* Save runs
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* Move units
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Lock shop button
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Harder difficulty on NG+0
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Lower difficulty on NG+4/5
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Increase boss HP on levels 24 and 25
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Show next level in shop (also if elite or not)
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View synergy after beating game
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Option to turn off screen shake
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Option to show cooldowns on snake
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New game plus decrease button
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Crashes:
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https://i.imgur.com/CLtk9nZ.png
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https://i.imgur.com/WWP8GBn.png
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https://i.imgur.com/AU3O0u9.png, https://i.imgur.com/UE78u7f.png
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https://i.imgur.com/5TquKsS.png
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https://i.imgur.com/XbtACuy.png <- probably the cause of most of those mysterious crashes and slow downs i havent been able to track down
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Reference in New Issue