Day 60-61

master
a327ex 2021-04-19 00:31:47 -03:00
parent ebda6cd5f0
commit e74d8b44eb
7 changed files with 207 additions and 200 deletions

View File

@ -7,11 +7,12 @@ function Arena:init(name)
end
function Arena:on_enter(from, level, units)
function Arena:on_enter(from, level, units, passives)
self.hfx:add('condition1', 1)
self.hfx:add('condition2', 1)
self.level = level or 1
self.units = units
self.passives = passives
steam.friends.setRichPresence('steam_display', '#StatusFull')
steam.friends.setRichPresence('text', 'Arena - Level ' .. self.level)
@ -63,9 +64,9 @@ function Arena:on_enter(from, level, units)
for i, unit in ipairs(units) do
if i == 1 then
self.player = Player{group = self.main, x = gw/2, y = gh/2 + 16, leader = true, character = unit.character, level = unit.level}
self.player = Player{group = self.main, x = gw/2, y = gh/2 + 16, leader = true, character = unit.character, level = unit.level, passives = self.passives}
else
self.player:add_follower(Player{group = self.main, character = unit.character, level = unit.level})
self.player:add_follower(Player{group = self.main, character = unit.character, level = unit.level, passives = self.passives})
end
end
@ -249,8 +250,6 @@ function Arena:on_enter(from, level, units)
self.healer_level = class_levels.healer
self.psyker_level = class_levels.psyker
self.conjurer_level = class_levels.conjurer
self.can_quit = true
end
@ -336,9 +335,6 @@ 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.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
if self.level == 25 then
if not self.win_text and not self.win_text2 then
@ -370,44 +366,12 @@ function Arena:update(dt)
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]))])
table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 0*(card_w + 20) + card_w/2, y = gh/2, 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, 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, w = card_w, h = card_h, arena = self, passive = passive_3, force_update = true})
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})
self.passive_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 65, lines = {{text = '[fg, wavy]choose one', font = fat_font, alignment = 'center'}}}
else
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')
main:go_to('buy_screen', self.level, self.units)
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'}
})
_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'}
})
_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'}
})
_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
end)
end)
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'}
}, global_text_tags)}
self:transition()
end
end, 'transition')
end
@ -491,6 +455,46 @@ function Arena:die()
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
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')
main:go_to('buy_screen', self.level, self.units, passives)
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'}
})
_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'}
})
_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'}
})
_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
end)
end)
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'}
}, global_text_tags)}
end
function Arena:enemy_killed()
if self.win_condition == 'enemy_kill' then
self.enemies_killed = self.enemies_killed + 1

View File

@ -18,7 +18,6 @@ function BuyScreen:on_exit()
self.party_text = nil
self.sets_text = nil
self.items_text = nil
self.under_text = nil
self.characters = nil
self.sets = nil
self.cards = nil
@ -26,9 +25,10 @@ function BuyScreen:on_exit()
end
function BuyScreen:on_enter(from, level, units)
function BuyScreen:on_enter(from, level, units, passives)
self.level = level
self.units = units
self.passives = passives
camera.x, camera.y = gw/2, gh/2
if self.level == 0 then
@ -46,18 +46,15 @@ function BuyScreen:on_enter(from, level, units)
self:set_cards()
self:set_party_and_sets()
self:set_items()
self.shop_text = Text({{text = '[wavy_mid, fg]shop [fg]- gold: [yellow]' .. gold, font = pixul_font, alignment = 'center'}}, global_text_tags)
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.under_text = Text2{group = self.main, x = 140, y = gh - 55, r = -math.pi/48, lines = {
{text = '[light_bg]under', font = fat_font, alignment = 'center'},
{text = '[light_bg]construction', font = fat_font, alignment = 'center'},
}}
if not self.first_screen then RerollButton{group = self.main, x = 150, y = 18, parent = self} end
GoButton{group = self.main, x = gw - 30, y = gh - 20, parent = self}
GoButton{group = self.main, x = gw - 135, y = gh - 20, parent = self}
-- WishlistButton{group = self.main, x = gw - 147, y = gh - 20, parent = self}
end
@ -174,7 +171,7 @@ function BuyScreen:set_party_and_sets()
self.characters = {}
local y = 40
for i, unit in ipairs(self.units) do
table.insert(self.characters, CharacterPart{group = self.main, x = gw - 30, y = y + (i-1)*20, character = unit.character, level = unit.level, reserve = unit.reserve, i = i, spawn_effect = unit.spawn_effect, parent = self})
table.insert(self.characters, CharacterPart{group = self.main, x = gw - 30, y = y + (i-1)*19, character = unit.character, level = unit.level, reserve = unit.reserve, i = i, spawn_effect = unit.spawn_effect, parent = self})
unit.spawn_effect = false
end
@ -190,6 +187,17 @@ function BuyScreen:set_party_and_sets()
end
function BuyScreen:set_items()
if self.items then for _, item in ipairs(self.items) do item:die() end end
self.items = {}
local y = 182
for k, item in ipairs(self.passives) do
local i, j = math.index_to_coordinates(k, 4)
table.insert(self.items, ItemCard{group = self.main, x = 45 + (i-1)*60, y = y + (j-1)*50, w = 40, h = 50, passive = item})
end
end
WishlistButton = Object:extend()
@ -259,7 +267,7 @@ function GoButton:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, 28, 18)
self.interact_with_mouse = true
self.text = Text({{text = '[bg10]GO!', font = pixul_font, alignment = 'center'}}, global_text_tags)
self.text = Text({{text = '[greenm5]GO!', font = pixul_font, alignment = 'center'}}, global_text_tags)
end
@ -287,7 +295,7 @@ function GoButton:update(dt)
self.transitioning = true
TransitionEffect{group = main.transitions, x = self.x, y = self.y, color = character_colors[random:table(self.parent.units).character], transition_action = function()
main:add(Arena'arena')
main:go_to('arena', ((self.parent.first_screen and 1) or (self.parent.level + 1)), self.parent.units)
main:go_to('arena', ((self.parent.first_screen and 1) or (self.parent.level + 1)), self.parent.units, self.parent.passives)
end, text = Text({{text = '[wavy, bg]level ' .. ((self.parent.first_screen and 1) or (self.parent.level + 1)), font = pixul_font, alignment = 'center'}}, global_text_tags)}
end
end
@ -296,8 +304,8 @@ end
function GoButton: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 bg[1])
self.text:draw(self.x, self.y + 1)
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 + 1, 0, 1, 1)
graphics.pop()
end
@ -312,7 +320,7 @@ end
function GoButton:on_mouse_exit()
self.text:set_text{{text = '[bg10]GO!', font = pixul_font, alignment = 'center'}}
self.text:set_text{{text = '[greenm5]GO!', font = pixul_font, alignment = 'center'}}
self.selected = false
end
@ -498,7 +506,17 @@ end
function PassiveCard:update(dt)
self:update_game_object(dt)
self.passive_name:update(dt)
print(dt)
if self.selected and input.m1.pressed and self.arena.choosing_passives then
self.arena.choosing_passives = false
table.insert(passives, self.passive)
trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function()
slow_amount = 1
self.arena:transition()
end)
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self:die()
end
end
@ -511,6 +529,7 @@ end
function PassiveCard:on_mouse_enter()
self.selected = true
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
self.spring:pull(0.2, 200, 10)
self.info_text = InfoText{group = main.current.ui, force_update = true}
@ -522,12 +541,80 @@ end
function PassiveCard:on_mouse_exit()
self.selected = false
self.info_text:deactivate()
self.info_text.dead = true
self.info_text = nil
end
function PassiveCard:die()
self.dead = true
if self.info_text then
self.info_text:deactivate()
self.info_text.dead = true
self.info_text = nil
end
end
ItemCard = Object:extend()
ItemCard:implement(GameObject)
function ItemCard:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, self.w, self.h)
self.interact_with_mouse = true
end
function ItemCard:update(dt)
self:update_game_object(dt)
end
function ItemCard:draw()
graphics.push(self.x, self.y, 0, self.spring.x, self.spring.x)
if self.selected then
graphics.rectangle(self.x, self.y, self.w, self.h, 6, 6, bg[-1])
end
_G[self.passive]:draw(self.x, self.y, 0, 0.8, 0.7, 0, 0, fg[0])
graphics.pop()
end
function ItemCard:on_mouse_enter()
self.selected = true
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
self.spring:pull(0.2, 200, 10)
self.info_text = InfoText{group = main.current.ui, force_update = true}
self.info_text:activate({
{text = '[fg]' .. passive_names[self.passive], font = pixul_font, alignment = 'center', height_multiplier = 1.25},
{text = passive_descriptions[self.passive], font = pixul_font, alignment = 'center', height_multiplier = 1.25},
}, nil, nil, nil, nil, 16, 4, nil, 2)
self.info_text.x, self.info_text.y = gw/2, gh/2 + 10
end
function ItemCard:on_mouse_exit()
self.selected = false
self.info_text:deactivate()
self.info_text.dead = true
self.info_text = nil
end
function ItemCard:die()
self.dead = true
if self.info_text then
self.info_text:deactivate()
self.info_text.dead = true
self.info_text = nil
end
end
ShopCard = Object:extend()
ShopCard:implement(GameObject)

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@ -964,3 +964,9 @@ Finished remaining 5 characters and revised all class bonuses. So 40/40 characte
Had to ideaguy all 40 passives. Managed to do it and also get the passive selection screen working partly. Tomorrow I should finish it and start working through the 40 passives, which should go significantly faster
than the characters since I made sure to pick types of passives that were already implemented one way or another in the game.
# Day 60-61 - 17-18/04/21
Finished literally everything needed to make passives work, now I only need to actually make them. The more I work on this the clearer the parts that slow me down because they're annoying to work with
become. Generally it's higher level "glue" type of code, rather than the code that actually makes the thing work as a unit. So the node refactor for instance is addressing a lot of this glue code by making it conceptually the same
thing, which should make it easier to work with. The rect cutting UI idea does something similar the high level part of UI, which tends to be mostly layouting. And so on.

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@ -936,8 +936,8 @@ function init()
}
passive_descriptions = {
['ouroboros_technique_r'] = '[fg]rotating around yourself to the right makes every unit periodically release projectiles',
['ouroboros_technique_l'] = '[fg]rotating around yourself to the left grants +25% defense to all units',
['ouroboros_technique_r'] = '[fg]rotating around yourself to the right makes units release projectiles',
['ouroboros_technique_l'] = '[fg]rotating around yourself to the left grants [yellow]+25%[fg] defense to all units',
['wall_echo'] = '[fg]hitting walls has a [yellow]25%[fg] chance of releasing [yellow]2[fg] projectiles',
['wall_rider'] = '[fg]hitting walls grants a [yellow]25%[fg] movement speed buff to your snake for [yellow]1[fg] second',
['centipede'] = '[yellow]+20%[fg] movement speed',
@ -952,19 +952,19 @@ function init()
['point_blank'] = '[fg]projectiles deal up to [yellow]+100%[fg] damage up close and down to [yellow]-50%[fg] damage far away',
['longshot'] = '[fg]projectiles deal up to [yellow]+100%[fg] damage far away and down to [yellow]-50%[fg] up close',
['blunt_arrow'] = '[fg]all arrows fired by rangers have a [yellow]20%[fg] chance to knockback',
['explosive_arrow'] = '[fg]all arrows fired by rangers have a [yellow]20%[fg] chance to explode, dealing [yellow]+20%[fg] damage in a small area',
['divine_machine_arrow'] = '[fg]all arrows fired by rangers have a [yellow]20%[fg] chance to seek enemies and pierce [yellow]5[fg] times',
['explosive_arrow'] = '[fg]arrows fired by rangers have a [yellow]20%[fg] chance to explode, dealing [yellow]20%[fg] AoE damage',
['divine_machine_arrow'] = '[fg]arrows fired by rangers have a [yellow]20%[fg] chance to seek enemies and pierce [yellow]5[fg] times',
['chronomancy'] = '[fg]all mages cast their spells [yellow]25%[fg] faster',
['awakening'] = '[fg]at the start of the round [yellow]1[fg] mage is chosen at random and is granted [yellow]+100%[fg] attack speed and damage for that round',
['divine_punishment'] = '[fg]periodically deal [yellow]10X[fg] damage to all enemies, where [yellow]X[fg] is the number of mages you have',
['berserking'] = '[fg]all warriors have up to [yellow]+50%[fg]attack speed based on missing HP',
['awakening'] = '[fg]every round [yellow]1[fg] mage is granted [yellow]+100%[fg] attack speed and damage for that round',
['divine_punishment'] = '[fg]periodically deal [yellow]10X[fg] damage to all enemies, where [yellow]X[fg] is how many mages you have',
['berserking'] = '[fg]all warriors have up to [yellow]+50%[fg] attack speed based on missing HP',
['unwavering_stance'] = '[fg]all warriors gain [yellow]+5%[fg] defense every [yellow]5[fg] seconds, up to [yellow]+50%[fg]',
['ultimatum'] = '[fg]projectiles that chain gain [yellow]+25%[fg] damage with each chain',
['flying_daggers'] = '[fg]all knives thrown by rogues chain [yellow]+2[fg] times',
['assassination'] = '[fg]your crits deal [yellow]8x[fg] damage (up from [yellow]4x[fg]) 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',
['unleash'] = '[fg]gain [yellow]+5%[fg] area size and damage per second, this resets when an AoE attack happens',
['unleash'] = '[yellow]+5%[fg] area size and damage per second, this resets when any AoE attack happens',
['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',
['blessing'] = '[yellow]+20%[fg] healing effectiveness',
@ -977,7 +977,7 @@ function init()
['call_of_the_void'] = '[yellow]+25%[fg] damage over time',
['spawning_pool'] = '[yellow]+1[fg] critter health',
['hive'] = '[yellow]+2[fg] critter health',
['void_rift'] = '[fg]all AoE attacks by mages, nukers or voiders have a [yellow]20%[fg] chance to create an area that deals [yellow]50%[fg] damage per second for [yellow]2[fg] seconds',
['void_rift'] = '[fg]AoE attacks by mages, nukers or voiders have a [yellow]20%[fg] chance to create a void rift',
}
passive_tiers = {
@ -1045,17 +1045,25 @@ function init()
}
gold = 2
passives = {'ouroboros_technique_r'}
main = Main()
--[[
main:add(BuyScreen'buy_screen')
main:go_to('buy_screen', 3, {
main:go_to('buy_screen', 2, {
{character = 'swordsman', level = 3},
{character = 'wizard', level = 3},
{character = 'scout', level = 3},
{character = 'archer', level = 3},
})
]]--
{character = 'host', level = 3},
{character = 'beastmaster', level = 3},
{character = 'corruptor', level = 3},
{character = 'flagellant', level = 3},
{character = 'psykino', level = 3},
{character = 'juggernaut', level = 3},
{character = 'vagrant', level = 3},
{character = 'stormweaver', level = 3},
}, passives)
--[[
main:add(Arena'arena')
main:go_to('arena', 3, {
{character = 'swordsman', level = 3},
@ -1063,6 +1071,7 @@ function init()
{character = 'scout', level = 3},
{character = 'archer', level = 3},
})
]]--
end

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@ -6,6 +6,8 @@ function Player:init(args)
self:init_game_object(args)
self:init_unit()
for k, v in pairs(self.passives) do self[v] = true end
self.color = character_colors[self.character]
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
@ -434,6 +436,23 @@ function Player:init(args)
end)
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 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
end)
end
self.first_frame_calculate_stats = true
end
@ -568,6 +587,10 @@ function Player:update(dt)
self.t:set_every_multiplier('attack', self.aspd_m)
if self.leader then
if input.move_left.pressed and not self.move_right_pressed then self.move_left_pressed = love.timer.getTime() end
if input.move_right.pressed and not self.move_left_pressed then self.move_right_pressed = love.timer.getTime() end
if input.move_left.released then self.move_left_pressed = nil end
if input.move_right.released then self.move_right_pressed = nil end
if input.move_left.down then self.r = self.r - 1.66*math.pi*dt end
if input.move_right.down then self.r = self.r + 1.66*math.pi*dt end
self:set_velocity(self.v*math.cos(self.r), self.v*math.sin(self.r))
@ -652,7 +675,7 @@ function Player:on_collision_enter(other, contact)
end
elseif table.any(main.current.enemies, function(v) return other:is(v) end) then
other:push(random:float(25, 35)*self.knockback_m, self:angle_to_object(other))
other:push(random:float(25, 35)*(self.knockback_m or 1), self:angle_to_object(other))
if self.character == 'vagrant' or self.character == 'psykeeper' then other:hit(2*self.dmg)
else other:hit(self.dmg) end
if other.headbutting then
@ -1291,7 +1314,7 @@ function Projectile:on_trigger_enter(other, contact)
end
if self.knockback then
other:push(self.knockback*self.knockback_m, self.r)
other:push(self.knockback*(self.knockback_m or 1), self.r)
end
end
end
@ -1347,7 +1370,7 @@ function Area:init(args)
if self.juggernaut_push then
local r = self.parent:angle_to_object(enemy)
enemy:push(random:float(75, 100)*self.knockback_m, r)
enemy:push(random:float(75, 100)*(self.knockback_m or 1), r)
enemy.juggernaut_push = 3*self.dmg
end
end
@ -1531,7 +1554,7 @@ function ForceArea:init(args)
local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
for _, enemy in ipairs(enemies) do
enemy:hit(4*self.parent.dmg)
enemy:push(50*self.knockback_m, self:angle_to_object(enemy))
enemy:push(50*(self.knockback_m or 1), self:angle_to_object(enemy))
end
end
end)
@ -1763,7 +1786,7 @@ function Pet:on_trigger_enter(other)
if self.pierce <= 0 then
camera:shake(2, 0.5)
other:hit(self.parent.dmg*(self.conjurer_buff_m or 1))
other:push(35*self.knockback_m, self:angle_to_object(other))
other:push(35*(self.knockback_m or 1), self:angle_to_object(other))
self.dead = true
local n = random:int(3, 4)
for i = 1, n do HitParticle{group = main.current.effects, x = x, y = y, r = random:float(0, 2*math.pi), color = self.color} end
@ -1771,7 +1794,7 @@ function Pet:on_trigger_enter(other)
else
camera:shake(2, 0.5)
other:hit(self.parent.dmg*(self.conjurer_buff_m or 1))
other:push(35*self.knockback_m, self:angle_to_object(other))
other:push(35*(self.knockback_m or 1), self:angle_to_object(other))
self.pierce = self.pierce - 1
end
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}

View File

@ -434,6 +434,7 @@ global_text_tags = {
fg = TextTag{draw = function(c, i, text) graphics.set_color(fg[0]) end},
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},
wavy = TextTag{update = function(c, dt, i, text) c.oy = 2*math.sin(4*time + i) end},
wavy_mid = TextTag{update = function(c, dt, i, text) c.oy = 0.75*math.sin(3*time + i) end},
wavy_mid2 = TextTag{update = function(c, dt, i, text) c.oy = 0.5*math.sin(3*time + i) end},

123
todo
View File

@ -1,135 +1,12 @@
* 1. Enemy spawn points should have some markers before enemy spawns, or should avoid spawning near the player at all
* 2. Prevent spawning of units that cost 3 on first level
* 3. Prevent spawning of units that don't attack on first level
* 4. Rework position based units so that position in the snake doesn't matter
* Chronomancer: +20% attack speed to all allies
* Psykeeper: stores damage taken by all allies up to 50% its max HP and redistributes it as healing
* Squire: +10% damage and defense to all allies
* 7. Enemy modifiers
* green - Grant nearby enemies a speed boost on death
* blue - Explode into projectiles on death
* orange - Charge up and headbutt towards the player at increased speed and damage
* yellow - Resistance to knockback and increased HP
* white - Remain static and shoot projectiles
* purple - Explodes into critters on death
* 6. Mini boss every 3rd level
* Speed Booster - grants speed boost to nearby enemies
* Swarmer - explodes enemies into a swarm of critters
* Exploder - explodes enemies into projectiles
* Forcer - pulls enemies together into a point and pushes them out
* Randomizer - randomly does the 4 ones above
Orbitter - spawns shooters that orbit the boss
* 8. Additional characters and classes
* 9. Lv.3 effects for every character
* Classes
* Ranger: chance to release a barrage on attack
* Warrior: increased defense
* Mage: decreased enemy defense
* Nuker: increased area damage and size
* Rogue: chance to crit
* Healer: increased healing effectiveness
* Enchanter: increased damage
* Conjurer: increased summon damage and duration
* Psyker: increased damage and health based on number of active sets
* Curser: increased curse effect and duration
* Forcer: increased knockback force
* Swarmer: increased critter health
* Voider: increased damage over time
* Characters
* Vagrant [psyker, ranger, warrior]: shoots a projectile - Lv.3: Champion - gains increased damage and attack speed based on number of active sets
* Swordsman [warrior]: deals AoE damage, deals extra damage for each unit hit - Lv.3: Cleave - damage is doubled
* Wizard [mage]: shoots a projectile that deals AoE damage - Lv.3: Magic Missile - the projectile chains 5 times, each dealing AoE damage on impact
* Archer [ranger]: shoots an arrow that pierces - Lv.3: Bounce Shot - the arrow ricochets on walls 3 times
* Scout [rogue]: throws a knife that chains 3 times - Lv.3: Replica - each chain grants +15% damage and the last chain splits
* Cleric [healer]: heals a unit when its health drops below half HP - Lv.3: Mass Heal - heals all units instead of one
* Outlaw [warrior, rogue]: throws a fan of 5 knives - Lv.3: Fatal Roulette - every 3rd attack throw a nova of 15 knives instead
* Blade [warrior, nuker]: throws multiple blades that deal AoE damage - Lv.3: Blade Resonance - deal additional damage based on number of enemies hit
* Elementor [mage, nuker]: deals AoE damage to a random target in a large area - Lv.3: Windfield - slows enemies hit
* Saboteur [rogue, conjurer, nuker]: calls saboteurs to seek targets and deal AoE damage - Lv.3: Chain Reaction - should an enemy die from a saboteur explosion, it also explodes
* Stormweaver [enchanter]: infuses all allied projectiles with chain lightning that deals extra damage - Lv.3: Lightning Spire - cast a spire of lightning periodically
* Sage [nuker]: shoots a slow moving projectile that pulls enemies in - Lv.3: Dimension Compression - when the projectile expires deal massive damage to all enemies under its influence
(Repair to do after items implemented) * Squire [warrior, enchanter]: increased damage and defense to all allies - Lv.3: Repair - you can reroll your item choice once every 3 levels, these opportunities stack if unused
* Cannoneer [ranger, nuker]: shoots a projectile that deals AoE damage - Lv.3: Cannon Barrage - showers the hit area in additional cannon shots that deal AoE damage
* Dual Gunner [ranger, rogue]: shoots two parallel projectiles - Lv.3: Gun Kata - every 5th attack shoots projectiles in a rapid succession for a duration, targetting all nearby enemies
* Hunter [ranger, conjurer]: shoots an arrow that summons a pet - Lv.3: Feral Pack - summons 3 pets
* (Apply arena.chronomancer_dot when damage over time is implemented) * Chronomancer [mage, enchanter]: increased attack speed to all allies - Lv.3: Quicken - enemies take DoT faster
* Spellblade [mage, rogue]: throws knives that spiral outwards and pierce - Lv.3: Spiralism - faster projectile speed and tighter turns
* Psykeeper [healer, psyker]: stores damage taken by all allies and redistributes it as healing - Lv.3: Crucio - also redistributes it as damage to all enemies
* Engineer [conjurer]: drops sentries that shoot bursts of projectils - Lv.3: Upgrade - every 3rd sentry dropped, upgrade all sentries temporarily, giving increased damage and attack speed
* Plague Doctor [nuker, voider]: creates an area that deals DoT - Lv.3: Pandemic - inflicts enemies with a contagion that deals additional DoT, if they die from it it passes to a nearby enemy
* Barbarian [curser, warrior]: deals AoE damage and stuns enemies hit for 4 seconds - Lv.3: Seism - stunned enemies also take 100% increased damage
* Juggernaut [forcer, warrior]: creates a small area that deals AoE damage and pushes enemies away - Lv.3: Brutal Impact - enemies pushed away are instantly killed if they hit a wall
* Lich [mage]: launches a chain frost that chains 7 times, dealing damage and slowing enemies it hits - Lv.3: Piercing Frost - chain frost ignores enemy defenses
* Cryomancer [mage, voider]: nearby enemies take damage over time and have decreased movement speed - Lv.3: Frostbite - enemies killed by the cryomancer freeze nearby enemies, frozen enemies can't move and take increased damage
* Pyromancer [mage, nuker, voider]: nearby enemies take damage over time and deal decreased damage - Lv.3: Ignite - enemies killed by the pyromancer explode, dealing AoE damage
* Corruptor [ranger, swarmer]: spawn 3 small critters if the corruptor kills an enemy - Lv.3: Corruption - spawn 3 small critters if the corruptor hits an enemy
* Beastmaster [rogue, swarmer]: spawn 2 small critters if the beastmaster crits - Lv.3: Call of the Wild - spawn 2 small critters if the beastmaster gets hit
* Launcher [curser, forcer]: curses nearby enemies with a kinetic curse that triggers after 4 seconds - Lv.3: Kineticism - enemies launched that hit other enemies transfer their kinetic energy at double value
* Bard [curser, rogue]: shoots a projectile that inflicts enemies hit with the bard's curse - Lv.3: The Bard's Song - every 5th attack consume the curse to deal massive damage to enemies affected
* Assassin [rogue, voider]: throws a piercing knife that inflicts poison - Lv.3: Toxic Delivery - poison inflicted from crits deals more damage
* Host [swarmer]: creates overlords that periodically spawn small critters - Lv.3: Invasion - increased critter spawn rate
* Carver [conjurer, healer]: carves a statue that periodically heals in an area - Lv.3: World Tree - carves a tree that heals in a bigger area and removes all buffs from enemies
* Bane [curser, voider]: creates a large area that curses enemies to take increased damage - Lv.3: Nightmare - the area also deals DoT and slows enemies
* Psykino [mage, psyker, forcer]: quickly pulls enemies together and then releases them with a force - Lv.3: Magnetic Force - enemies pulled together are forced to collide with each other before being released
* Barrager [ranger, forcer]: shoots a barrage of 5 arrows that knocks enemies back - Lv.3: every 3rd attack the barrage shoots 15 projectiles and they push harder
* Highlander [warrior]: creates a small area that deals massive damage - Lv.3: Crosscut - two crosscutting areas of larger size are created instead
* Fairy [enchanter, healer]: periodically heals 1 random unit that has less than 100% HP and grants it +200% attack speed for 6 seconds - Lv.3: heals and buffs 2 units instead
* Priest [healer]: heals all units periodically - Lv.3: Divine Intervention - at the start of the round pick 3 units at random and grants them a buff that prevents them from dying once
* Infestor [curser, swarmer]: curses nearby enemies for 6 seconds, they will release multiple critters on death - Lv.3: Infestation - triples the number of critters released
* Flagellant [psyker, enchanter]: periodically deals damage to self and grants a damage buff to all allies - Lv.3: Zealotry - deals damage to all allies instead and also grants a massive damage buff
* Sets
* Ranger = 7/7
* Warrior = 8/8
* Mage = 8/8
* Rogue = 8/8
* Nuker = 7/7
* Conjurer = 5/5
* Forcer = 5/5
* Voider = 5/5
* Psyker = 4/4
* Healer = 5/5
* Enchanter = 5/5
* Curser = 5/5
* Swarmer = 4/4
10. Items
Ouroboros Technique R: rotating around yourself to the right makes every unit periodically release projectiles
Ouroboros Technique L: rotating around yourself to the left grants +25% defense to all units
Resonance: hitting walls has a chance of releasing projectiles
Wall Rider: hitting walls grants a speed buff for a small duration
Force Push: +25% knockback force
Heavy Impact: if knockbacked enemies hit walls they take damage according to the knockback force
Centipede: +20% movement speed
Intimidation: enemies spawn with -20% max HP
Crucio: taking damage shares 2x the amount of HP you lost across all enemies
Amplify: all units that deal AoE damage gain +25% AoE damage
Amplify X: +25% AoE damage if all your units only deal AoE damage (excluding supports)
Ballista: all units that release projectiles and don't deal AoE damage gain +25% damage
Ballista X: +25% damage if all your units only release projectiles and don't deal AoE damage (excluding supports)
Point Blank: projectiles deal increased damage based on distance not travelled, +100% at 0 distance and -50% at max distance
Longshot: projectiles deal increased damage based on distance travelled, -50% at 0 distance and +100% at max distance
Chain Reaction: projectiles that chain gain 25% damage with each chain
Call of the Void: +25% DoT damage
... more ideas will come later I'm sure, aiming for 30 total items
5. Stat and description details to each unit when hovering over it in the party section
6. Classes line on each unit's shop card, as well as on party section
11. Steam integration: achievements, etc
12. Hovering over a party member should show which set they belong to and vice-versa
13. Show a unit DPS list like Underlord's to the right side of the screen
* 14. Warriors that deal AoE damage should deal extra damage based on number of enemies hit
15. GO button is grayed out and thus doesn't say it's meant to be clicked on
16. 28/20 enemies or 4/3 wave confuses players and makes them think the level goals are bugged
17. Music for first 9-15 levels should be calm rather than upbeat
* 18. Crash: Error: engine/game/hitfx.lua:46: attempt to index field 'parent', engine/game/hitfx.lua:46: in function 'use' love.js:9:40605, enemies.lua:56: in function 'on_collision_enter' love.js:9:40605
* 19. Sage's pull force doesn't increase with unit level
* 20. Cleric's healing amount doesn't increase with unit level
* 21. Squire and Chronomancer's buffs don't increase with unit level
Engine improvements for after SNKRX release
Node refactor: described partly somewhere in the devlog