Move units

master
a327ex 2021-05-28 14:01:33 -03:00
parent 2a240d6f57
commit a859f6df56
3 changed files with 89 additions and 8 deletions

View File

@ -137,6 +137,10 @@ function BuyScreen:update(dt)
if self.in_tutorial and input.escape.pressed then if self.in_tutorial and input.escape.pressed then
self:quit_tutorial() self:quit_tutorial()
end end
for _, part in ipairs(self.characters) do
part.y = 40 + (part.i-1)*19
end
end end
@ -160,6 +164,18 @@ function BuyScreen:draw()
if self.items_text then self.items_text:draw(32, 145) end if self.items_text then self.items_text:draw(32, 145) end
self.ui:draw() self.ui:draw()
if self.unit_grabbed then
local x, y = camera:get_mouse_position()
y = math.clamp(y, 40, 40 + (#self.units-1)*19)
graphics.push(self.unit_grabbed.x, y, 0)
graphics.rectangle(self.unit_grabbed.x, y, 14, 14, 3, 3, bg[5])
graphics.print_centered(self.unit_grabbed.level, pixul_font, self.unit_grabbed.x + 0.5, y + 2, 0, 1, 1, 0, 0, bg[10])
for _, part in ipairs(self.unit_grabbed.parts) do
part:draw(y)
end
graphics.pop()
end
if self.shop_text then self.shop_text:draw(64, 20) end 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.sets_text then self.sets_text:draw(328, 20) end
if self.party_text then self.party_text:draw(440, 20) end if self.party_text then self.party_text:draw(440, 20) end
@ -740,6 +756,45 @@ end
function CharacterPart:update(dt) function CharacterPart:update(dt)
self:update_game_object(dt) self:update_game_object(dt)
if not self.parent:is(CharacterPart) then
if input.m1.pressed and self.colliding_with_mouse then
self.grabbed = true
self.parent.unit_grabbed = self
end
if self.grabbed and input.m1.released then
self.grabbed = false
self.parent.unit_grabbed = false
self.spring:pull(0.2, 200, 10)
--[[
for i, unit in ipairs(self.parent.units) do
print(unit.character)
end
for i, character in ipairs(self.parent.characters) do
print(character.y, character.character, character.shape.y)
end
]]--
end
for _, part in ipairs(self.parts) do
part.grabbed = self.grabbed
end
if self.parent.unit_grabbed and self.parent.unit_grabbed == self then
local x, y = camera:get_mouse_position()
local i
if y >= self.y - 19 and y <= self.y + 19 then i = self.i
elseif y < self.y - 19 then i = self.i - 1
elseif y > self.y + 19 then i = self.i + 1
end
i = math.clamp(i, 1, #self.parent.units)
-- i = math.clamp(math.floor((y - 40)/19) + 1, 1, #self.parent.units)
self.parent.units[self.i], self.parent.units[i] = self.parent.units[i], self.parent.units[self.i]
self.parent.characters[self.i], self.parent.characters[i] = self.parent.characters[i], self.parent.characters[self.i]
self.parent.characters[self.i].i, self.parent.characters[i].i = self.i, i
end
end
if self.selected and input.m2.pressed and not self.just_created then if self.selected and input.m2.pressed and not self.just_created then
_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} _G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
if self.reserve then if self.reserve then
@ -754,13 +809,29 @@ function CharacterPart:update(dt)
self.parent.parent:set_party_and_sets() self.parent.parent:set_party_and_sets()
end end
end end
self.shape:move_to(self.x, self.y)
for _, part in ipairs(self.parts) do
part.y = self.y
end
end end
function CharacterPart:draw() function CharacterPart:draw(y)
graphics.push(self.x, self.y, 0, self.sx*self.spring.x, self.sy*self.spring.x) graphics.push(self.x, self.y, 0, self.sx*self.spring.x, self.sy*self.spring.x)
if self.grabbed then
--[[
graphics.rectangle(self.x, self.y, 14, 14, 3, 3, bg[5])
graphics.print_centered(self.level, pixul_font, self.x + 0.5, self.y + 2, 0, 1, 1, 0, 0, bg[10])
]]--
else
graphics.rectangle(self.x, self.y, 14, 14, 3, 3, self.highlighted and fg[0] or character_colors[self.character]) graphics.rectangle(self.x, self.y, 14, 14, 3, 3, self.highlighted and fg[0] or character_colors[self.character])
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]) 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])
end
if y then
graphics.rectangle(self.x, y, 14, 14, 3, 3, bg[5])
graphics.print_centered(self.level, pixul_font, self.x + 0.5, y + 2, 0, 1, 1, 0, 0, bg[10])
end
graphics.pop() graphics.pop()
end end

View File

@ -1158,7 +1158,7 @@ function init()
} }
local run = system.load_run() local run = system.load_run()
run_passive_pool_by_tiers = run.passive_pool_by_tiers or { run_passive_pool_by_tiers = run.run_passive_pool_by_tiers or {
[1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing', [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'}, 'hex_master', 'force_push', 'spawning_pool'},
[2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'echo_barrage', [2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'echo_barrage',

18
todo
View File

@ -2,10 +2,20 @@ Curser buff - change all cursers to trigger like the infestor does and for the e
Forcer buff - change all forcers to have a bigger area or to trigger their effects via projectiles (like the hunter) Forcer buff - change all forcers to have a bigger area or to trigger their effects via projectiles (like the hunter)
Conjurer buff - buff saboteur, buff engineer Conjurer buff - buff saboteur, buff engineer
Vagrant buff - increase "active set" bonuses Vagrant buff - increase "active set" bonuses
Save runs AoE nerf - Unleash 1%
Move units * Save runs
Endless mode * Move units
Lock shop button Lock shop button
Harder difficulty on NG+0 Harder difficulty on NG+0
Lower difficulty on NG+4/5
Increase boss HP on levels 24 and 25 Increase boss HP on levels 24 and 25
Show next level in shop (also if elite or not)
View synergy after beating game
Option to turn off screen shake
Option to show cooldowns on snake
New game plus decrease button
Crashes:
https://i.imgur.com/CLtk9nZ.png
https://i.imgur.com/WWP8GBn.png
https://i.imgur.com/AU3O0u9.png, https://i.imgur.com/UE78u7f.png
https://i.imgur.com/5TquKsS.png
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