Restart tooltip
parent
9c39ae7e8c
commit
e44363cc75
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@ -78,7 +78,7 @@ function BuyScreen:on_enter(from, level, units, passives)
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if not self.first_screen then RerollButton{group = self.main, x = 150, y = 18, parent = self} end
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if not self.first_screen then RerollButton{group = self.main, x = 150, y = 18, parent = self} end
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GoButton{group = self.main, x = gw - 90, y = gh - 20, parent = self}
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GoButton{group = self.main, x = gw - 90, y = gh - 20, parent = self}
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self.tutorial_button = Button{group = self.main, x = gw/2 + 136, y = 18, button_text = '?', fg_color = 'bg10', bg_color = 'bg', action = function()
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self.tutorial_button = Button{group = self.main, x = gw/2 + 134, y = 18, button_text = '?', fg_color = 'bg10', bg_color = 'bg', action = function()
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self.in_tutorial = true
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self.in_tutorial = true
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self.title_text = Text2{group = self.tutorial, x = gw/2, y = 35, lines = {{text = '[fg]WELCOME TO SNKRX!', font = fat_font, alignment = 'center'}}}
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self.title_text = Text2{group = self.tutorial, x = gw/2, y = 35, lines = {{text = '[fg]WELCOME TO SNKRX!', font = fat_font, alignment = 'center'}}}
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self.tutorial_text = Text2{group = self.tutorial, x = 228, y = 160, lines = {
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self.tutorial_text = Text2{group = self.tutorial, x = 228, y = 160, lines = {
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@ -113,9 +113,19 @@ function BuyScreen:on_enter(from, level, units, passives)
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self:quit_tutorial()
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self:quit_tutorial()
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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, mouse_enter = function(b)
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b.info_text = InfoText{group = main.current.ui, force_update = true}
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b.info_text:activate({
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{text = '[fg]tutorial', font = pixul_font, alignment = 'center'},
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}, nil, nil, nil, nil, 16, 4, nil, 2)
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b.info_text.x, b.info_text.y = b.x, b.y + 16
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end, mouse_exit = function(b)
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b.info_text:deactivate()
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b.info_text.dead = true
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b.info_text = nil
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end}
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end}
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self.restart_button = Button{group = self.ui, x = gw/2 + 154, y = 18, force_update = true, button_text = 'R', fg_color = 'bg10', bg_color = 'bg', action = function(b)
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self.restart_button = Button{group = self.ui, x = gw/2 + 156, y = 18, force_update = true, button_text = 'R', fg_color = 'bg10', bg_color = 'bg', action = function(b)
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self.transitioning = true
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self.transitioning = true
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ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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ui_transition2: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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ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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@ -137,6 +147,16 @@ function BuyScreen:on_enter(from, level, units, passives)
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system.save_run()
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system.save_run()
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main:go_to('buy_screen', 0, {}, passives)
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main:go_to('buy_screen', 0, {}, passives)
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end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end, mouse_enter = function(b)
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b.info_text = InfoText{group = main.current.ui, force_update = true}
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b.info_text:activate({
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{text = '[fg]restart run', font = pixul_font, alignment = 'center'},
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}, nil, nil, nil, nil, 16, 4, nil, 2)
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b.info_text.x, b.info_text.y = b.x, b.y + 16
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end, mouse_exit = function(b)
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b.info_text:deactivate()
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b.info_text.dead = true
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b.info_text = nil
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end}
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end}
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trigger:tween(1, main_song_instance, {volume = 0.2}, math.linear)
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trigger:tween(1, main_song_instance, {volume = 0.2}, math.linear)
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@ -578,6 +598,7 @@ function Button:on_mouse_enter()
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self.selected = true
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self.selected = true
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self.text:set_text{{text = '[fgm5]' .. self.button_text, font = pixul_font, alignment = 'center'}}
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self.text:set_text{{text = '[fgm5]' .. self.button_text, font = pixul_font, alignment = 'center'}}
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self.spring:pull(0.2, 200, 10)
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self.spring:pull(0.2, 200, 10)
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if self.mouse_enter then self:mouse_enter() end
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end
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end
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@ -585,6 +606,7 @@ function Button:on_mouse_exit()
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if main.current.in_credits and not self.credits_button then return end
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if main.current.in_credits and not self.credits_button then return end
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self.text:set_text{{text = '[' .. self.fg_color .. ']' .. self.button_text, font = pixul_font, alignment = 'center'}}
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self.text:set_text{{text = '[' .. self.fg_color .. ']' .. self.button_text, font = pixul_font, alignment = 'center'}}
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self.selected = false
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self.selected = false
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if self.mouse_exit then self:mouse_exit() end
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end
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end
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@ -97,7 +97,7 @@ function Seeker:init(args)
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enemy:hit(10000)
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enemy:hit(10000)
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shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
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shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
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local n = 8 + new_game_plus*2
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local n = 8 + new_game_plus*2
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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 = (1 + 0.1*new_game_plus)*enemy.dmg} end
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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 = 120 + 5*enemy.level, dmg = (1 + 0.1*new_game_plus)*enemy.dmg} 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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6
main.lua
6
main.lua
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@ -470,7 +470,7 @@ function init()
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['launcher'] = function(lvl) return '[fg]all nearby enemies are pushed after [yellow]4[fg] seconds, taking [yellow]' .. 2*get_character_stat('launcher', lvl, 'dmg') .. '[fg] damage on wall hit' end,
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['launcher'] = function(lvl) return '[fg]all nearby enemies are pushed after [yellow]4[fg] seconds, taking [yellow]' .. 2*get_character_stat('launcher', lvl, 'dmg') .. '[fg] damage on wall hit' end,
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['jester'] = function(lvl) return "[fg]curses [yellow]5[fg] nearby enemies for [yellow]6[fg] seconds, they will explode into [yellow]3[fg] knives on death" end,
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['jester'] = function(lvl) return "[fg]curses [yellow]5[fg] nearby enemies for [yellow]6[fg] seconds, they will explode into [yellow]3[fg] knives on death" end,
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['assassin'] = function(lvl) return '[fg]throws a piercing knife that deals [yellow]' .. get_character_stat('assassin', lvl, 'dmg') .. '[fg] damage + [yellow]' ..
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['assassin'] = function(lvl) return '[fg]throws a piercing knife that deals [yellow]' .. get_character_stat('assassin', lvl, 'dmg') .. '[fg] damage + [yellow]' ..
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get_character_stat('assassin', lvl, 'dmg')/2 .. '[fg] damage per second for [yellow]3[fg] seconds' end,
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get_character_stat('assassin', lvl, 'dmg')/2 .. '[fg] damage per second' end,
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['host'] = function(lvl) return '[fg]periodically spawn [yellow]1[fg] small critter' end,
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['host'] = function(lvl) return '[fg]periodically spawn [yellow]1[fg] small critter' end,
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['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,
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['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,
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['bane'] = function(lvl) return '[fg]curses [yellow]5[fg] nearby enemies for [yellow]6[fg] seconds, they will create small void rifts on death' end,
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['bane'] = function(lvl) return '[fg]curses [yellow]5[fg] nearby enemies for [yellow]6[fg] seconds, they will create small void rifts on death' end,
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@ -610,7 +610,7 @@ function init()
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['barrager'] = function() return '[fg]every 3rd attack the barrage shoots [yellow]15[fg] projectiles and they push harder' end,
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['barrager'] = function() return '[fg]every 3rd attack the barrage shoots [yellow]15[fg] projectiles and they push harder' end,
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['highlander'] = function() return '[fg]quickly repeats the attack [yellow]3[fg] times' end,
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['highlander'] = function() return '[fg]quickly repeats the attack [yellow]3[fg] times' end,
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['fairy'] = function() return '[fg]heals [yellow]2[fg] units instead and grants them an additional [yellow]100%[fg] attack speed' end,
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['fairy'] = function() return '[fg]heals [yellow]2[fg] units instead and grants them an additional [yellow]100%[fg] attack speed' end,
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['priest'] = function() return '[fg]at the start of the round pick [yellow]3[fg] units at random and grants them a buff that prevents death once' end,
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['priest'] = function() return '[fg]picks [yellow]3[fg] units at random and grants them a buff that prevents death once' end,
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['infestor'] = function() return '[fg][yellow]triples[fg] the number of critters released' end,
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['infestor'] = function() return '[fg][yellow]triples[fg] the number of critters released' end,
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['flagellant'] = function() return '[fg]deals [yellow]' .. 2*get_character_stat('flagellant', 3, 'dmg') .. '[fg] damage to all allies and grants [yellow]+12%[fg] damage to all allies per cast' end,
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['flagellant'] = function() return '[fg]deals [yellow]' .. 2*get_character_stat('flagellant', 3, 'dmg') .. '[fg] damage to all allies and grants [yellow]+12%[fg] damage to all allies per cast' end,
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}
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}
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@ -654,7 +654,7 @@ function init()
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['barrager'] = function() return '[light_bg]every 3rd attack the barrage shoots 15 projectiles and they push harder' end,
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['barrager'] = function() return '[light_bg]every 3rd attack the barrage shoots 15 projectiles and they push harder' end,
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['highlander'] = function() return '[light_bg]quickly repeats the attack 3 times' end,
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['highlander'] = function() return '[light_bg]quickly repeats the attack 3 times' end,
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['fairy'] = function() return '[light_bg]heals 2 units instead and grants them an additional 100% attack speed' end,
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['fairy'] = function() return '[light_bg]heals 2 units instead and grants them an additional 100% attack speed' end,
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['priest'] = function() return '[light_bg]at the start of the round pick 3 units at random and grants them a buff that prevents death once' end,
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['priest'] = function() return '[light_bg]picks 3 units at random and grants them a buff that prevents death once' end,
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['infestor'] = function() return '[light_bg]triples the number of critters released' end,
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['infestor'] = function() return '[light_bg]triples the number of critters released' end,
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['flagellant'] = function() return '[light_bg]deals ' .. 2*get_character_stat('flagellant', 3, 'dmg') .. ' damage to all allies and grants +12% damage to all allies per cast' end,
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['flagellant'] = function() return '[light_bg]deals ' .. 2*get_character_stat('flagellant', 3, 'dmg') .. ' damage to all allies and grants +12% damage to all allies per cast' end,
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}
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}
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26
todo
26
todo
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@ -1,22 +1,4 @@
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* Curser buff - change all cursers to trigger like the infestor does and for the effects to be on-death effects
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Hide cursor during waves
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* Forcer buff - buff juggernaut
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Mouse follow control?
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* Conjurer buff - buff saboteur, buff engineer
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Bench - https://i.imgur.com/B1gNVKk.png
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* Vagrant buff - increase "active set" bonuses
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Item reroll for 10 gold
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* AoE nerf - Unleash 1%, rephrase it to more clear
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* Cryomancer buff - double tick rate
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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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* 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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* Restart run button on shop
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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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* 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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