Player = Object:extend() Player:implement(GameObject) Player:implement(Physics) Player:implement(Unit) function Player:init(args) self:init_game_object(args) self:init_unit() if self.passives then for k, v in pairs(self.passives) do self[v.passive] = v.level end end self.color = character_colors[self.character] self:set_as_rectangle(9, 9, 'dynamic', 'player') self.visual_shape = 'rectangle' self.classes = character_classes[self.character] self.damage_dealt = 0 if self.character == 'vagrant' then self.attack_sensor = Circle(self.x, self.y, 96) self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy)) end end, nil, nil, 'shoot') elseif self.character == 'swordsman' then self.attack_sensor = Circle(self.x, self.y, 48) self.t:cooldown(3, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() self:attack(96) end, nil, nil, 'attack') elseif self.character == 'wizard' then self.attack_sensor = Circle(self.x, self.y, 128) self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy), {chain = (self.level == 3 and 2 or 0)}) end end, nil, nil, 'shoot') elseif self.character == 'magician' then self.attack_sensor = Circle(self.x, self.y, 96) self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() if self.magician_invulnerable then return end local enemy = self:get_random_object_in_shape(self.attack_sensor, main.current.enemies) if enemy then self:attack(32, {x = enemy.x, y = enemy.y}) end end, nil, nil, 'attack') if self.level == 3 then self.t:every(12, function() self.magician_aspd_m = 1.5 self.t:after(6, function() self.magician_aspd_m = 1 end, 'magician_aspd_m') end) end elseif self.character == 'gambler' then self.sorcerer_count = 0 local cast = function(pitch_a) local enemy = table.shuffle(main.current.main:get_objects_by_classes(main.current.enemies))[1] if enemy then gambler1:play{pitch = pitch_a, volume = math.clamp(math.remap(gold, 0, 50, 0, 0.5), 0, 0.75)} enemy:hit(2*gold) if main.current.sorcerer_level > 0 then self.sorcerer_count = self.sorcerer_count + 1 if self.sorcerer_count >= ((main.current.sorcerer_level == 3 and 2) or (main.current.sorcerer_level == 2 and 3) or (main.current.sorcerer_level == 1 and 4)) then self:sorcerer_repeat() self.sorcerer_count = 0 self.t:after(0.25, function() local enemy = table.shuffle(main.current.main:get_objects_by_classes(main.current.enemies))[1] if enemy then gambler1:play{pitch = pitch_a + 0.05, volume = math.clamp(math.remap(gold, 0, 50, 0, 0.5), 0, 0.75)} enemy:hit(2*gold) end end) end end end end self.t:every(2, function() cast(1) if self.level == 3 then if random:bool(60) then if random:bool(40) then if random:bool(20) then self.t:after(0.25, function() cast(1.1) self.t:after(0.25, function() cast(1.2) self.t:after(0.25, function() cast(1.3) end) end) end) else self.t:after(0.25, function() cast(1.1) self.t:after(0.25, function() cast(1.2) end) end) end else self.t:after(0.25, function() cast(1.1) end) end end end end, nil, nil, 'attack') elseif self.character == 'archer' then self.attack_sensor = Circle(self.x, self.y, 160) self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy), {pierce = 1000, ricochet = (self.level == 3 and 3 or 0)}) end end, nil, nil, 'shoot') elseif self.character == 'scout' then self.attack_sensor = Circle(self.x, self.y, 64) self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy), {chain = (self.level == 3 and 6 or 3)}) end end, nil, nil, 'shoot') elseif self.character == 'thief' then self.attack_sensor = Circle(self.x, self.y, 64) self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy), {chain = (self.level == 3 and 10 or 5)}) end end, nil, nil, 'shoot') elseif self.character == 'cleric' then self.t:every(8, function() if self.level == 3 then for i = 1, 4 do local check_circle = Circle(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16), 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Sentry, Automaton, Bomb, Volcano, Saboteur, Pet, Turret}) while #objects > 0 do check_circle:move_to(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16)) objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Sentry, Automaton, Bomb, Volcano, Saboteur, Pet, Turret}) end SpawnEffect{group = main.current.effects, x = check_circle.x, y = check_circle.y, color = green[0], action = function(x, y) local check_circle = Circle(x, y, 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Sentry, Automaton, Bomb, Volcano, Saboteur, Pet, Turret}) if #objects == 0 then HealingOrb{group = main.current.main, x = x, y = y} end end} end else local check_circle = Circle(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16), 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Sentry, Automaton, Bomb, Volcano, Saboteur, Pet, Turret}) while #objects > 0 do check_circle:move_to(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16)) objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Sentry, Automaton, Bomb, Volcano, Saboteur, Pet, Turret}) end SpawnEffect{group = main.current.effects, x = check_circle.x, y = check_circle.y, color = green[0], action = function(x, y) local check_circle = Circle(x, y, 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Sentry, Automaton, Bomb, Volcano, Saboteur, Pet, Turret}) if #objects == 0 then HealingOrb{group = main.current.main, x = x, y = y} end end} end --[[ local all_units = self:get_all_units() local unit_index = table.contains(all_units, function(v) return v.hp <= 0.5*v.max_hp end) if unit_index then local unit = all_units[unit_index] self.last_heal_time = love.timer.getTime() if self.level == 3 then for _, unit in ipairs(all_units) do unit:heal(0.2*unit.max_hp*(self.heal_effect_m or 1)) end else unit:heal(0.2*unit.max_hp*(self.heal_effect_m or 1)) end heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5} end ]]-- end, nil, nil, 'heal') elseif self.character == 'arcanist' then self.sorcerer_count = 0 self.attack_sensor = Circle(self.x, self.y, 128) self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy), {pierce = 10000, v = 40}) if main.current.sorcerer_level > 0 then self.sorcerer_count = self.sorcerer_count + 1 if self.sorcerer_count >= ((main.current.sorcerer_level == 3 and 2) or (main.current.sorcerer_level == 2 and 3) or (main.current.sorcerer_level == 1 and 4)) then self:sorcerer_repeat() self.sorcerer_count = 0 self.t:after(0.25, function() self:shoot(self:angle_to_object(closest_enemy), {pierce = 10000, v = 40}) end) end end end end, nil, nil, 'shoot') elseif self.character == 'artificer' then self.sorcerer_count = 0 self.attack_sensor = Circle(self.x, self.y, 96) self.t:every(6, function() SpawnEffect{group = main.current.effects, x = self.x, y = self.y, color = self.color, action = function(x, y) artificer1:play{pitch = random:float(0.95, 1.05), volume = 0.5} local check_circle = Circle(self.x, self.y, 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Volcano, Saboteur, Pet, Turret, Sentry, Bomb}) if #objects == 0 then Automaton{group = main.current.main, x = x, y = y, parent = self, level = self.level, conjurer_buff_m = self.conjurer_buff_m or 1} end end} if main.current.sorcerer_level > 0 then self.sorcerer_count = self.sorcerer_count + 1 if self.sorcerer_count >= ((main.current.sorcerer_level == 3 and 2) or (main.current.sorcerer_level == 2 and 3) or (main.current.sorcerer_level == 1 and 4)) then self:sorcerer_repeat() self.sorcerer_count = 0 self.t:after(0.25, function() SpawnEffect{group = main.current.effects, x = self.x, y = self.y, color = self.color, action = function(x, y) artificer1:play{pitch = random:float(0.95, 1.05), volume = 0.5} local check_circle = Circle(self.x, self.y, 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Volcano, Saboteur, Pet, Turret, Sentry, Bomb}) if #objects == 0 then Automaton{group = main.current.main, x = x, y = y, parent = self, level = self.level, conjurer_buff_m = self.conjurer_buff_m or 1} end end} end) end end end, nil, nil, 'spawn') elseif self.character == 'outlaw' then self.attack_sensor = Circle(self.x, self.y, 96) self.t:cooldown(3, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy), {homing = (self.level == 3)}) end end, nil, nil, 'shoot') elseif self.character == 'blade' then self.attack_sensor = Circle(self.x, self.y, 64) self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() self:shoot() end, nil, nil, 'shoot') elseif self.character == 'elementor' then self.attack_sensor = Circle(self.x, self.y, 128) self.t:cooldown(7, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local enemy = self:get_random_object_in_shape(self.attack_sensor, main.current.enemies) if enemy then self:attack(128, {x = enemy.x, y = enemy.y}) end end, nil, nil, 'attack') elseif self.character == 'psychic' then self.sorcerer_count = 0 self.attack_sensor = Circle(self.x, self.y, self.level == 3 and 512 or 64) self.t:cooldown(3, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local strike = function() local enemy = self:get_random_object_in_shape(self.attack_sensor, main.current.enemies) if enemy then if self.level == 3 then self:attack(32, {x = enemy.x, y = enemy.y}) self.t:after(0.5, function() local enemy = self:get_random_object_in_shape(self.attack_sensor, main.current.enemies) if enemy then self:attack(32, {x = enemy.x, y = enemy.y}) end end) else self:attack(32, {x = enemy.x, y = enemy.y}) end end end strike() if main.current.sorcerer_level > 0 then self.sorcerer_count = self.sorcerer_count + 1 if self.sorcerer_count >= ((main.current.sorcerer_level == 3 and 2) or (main.current.sorcerer_level == 2 and 3) or (main.current.sorcerer_level == 1 and 4)) then self.sorcerer_count = 0 self:sorcerer_repeat() self.t:after(0.1, function() strike() end) end end end, nil, nil, 'attack') elseif self.character == 'saboteur' then self.t:every(8, function() self.t:every(0.25, function() SpawnEffect{group = main.current.effects, x = self.x, y = self.y, color = self.color, action = function(x, y) Saboteur{group = main.current.main, x = x, y = y, parent = self, level = self.level, conjurer_buff_m = self.conjurer_buff_m or 1, crit = (self.level == 3) and random:bool(50)} end} end, 2) end, nil, nil, 'spawn') elseif self.character == 'bomber' then self.t:every(8, function() SpawnEffect{group = main.current.effects, x = self.x, y = self.y, color = self.color, action = function(x, y) Bomb{group = main.current.main, x = x, y = y, parent = self, level = self.level, conjurer_buff_m = self.conjurer_buff_m or 1} end} end, nil, nil, 'spawn') elseif self.character == 'stormweaver' then self.t:every(8, function() stormweaver1:play{pitch = random:float(0.95, 1.05), volume = 0.5} local units = self:get_all_units() for _, unit in ipairs(units) do unit:chain_infuse(4) end end, nil, nil, 'buff') elseif self.character == 'sage' then self.attack_sensor = Circle(self.x, self.y, 96) self.t:cooldown(9, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy)) end end, nil, nil, 'shoot') elseif self.character == 'cannoneer' then self.attack_sensor = Circle(self.x, self.y, 128) self.t:cooldown(6, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy)) end end, nil, nil, 'shoot') elseif self.character == 'vulcanist' then self.sorcerer_count = 0 self.attack_sensor = Circle(self.x, self.y, 128) self.t:every(12, function() local volcano = function() local enemies = main.current.main:get_objects_by_classes(main.current.enemies) local x, y = 0, 0 if enemies and #enemies > 0 then for _, enemy in ipairs(enemies) do x = x + enemy.x y = y + enemy.y end x = x/#enemies y = y/#enemies end if x == 0 and y == 0 then x, y = gw/2, gh/2 end x, y = x + self.x, y + self.y x, y = x/2, y/2 main.current.t:every_immediate(0.1, function() local check_circle = Circle(x, y, 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Player, Seeker, EnemyCritter, Critter, Saboteur, Pet, Turret, Sentry, Bomb}) if #objects == 0 then Volcano{group = main.current.main, x = x, y = y, color = self.color, parent = self, rs = 24, level = self.level} main.current.t:cancel('volcano_spawn') end end, nil, nil, 'volcano_spawn') end volcano() if main.current.sorcerer_level > 0 then self.sorcerer_count = self.sorcerer_count + 1 if self.sorcerer_count >= ((main.current.sorcerer_level == 3 and 2) or (main.current.sorcerer_level == 2 and 3) or (main.current.sorcerer_level == 1 and 4)) then self.sorcerer_count = 0 self:sorcerer_repeat() self.t:after(0.5, function() volcano() end) end end end, nil, nil, 'attack') elseif self.character == 'dual_gunner' then self.dg_counter = 0 self.attack_sensor = Circle(self.x, self.y, 96) self.gun_kata_sensor = Circle(self.x, self.y, 160) self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy)) end end, nil, nil, 'shoot') elseif self.character == 'hunter' then self.attack_sensor = Circle(self.x, self.y, 160) self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy)) end end, nil, nil, 'shoot') elseif self.character == 'chronomancer' then if self.level == 3 then main.current.chronomancer_dot = 0.5 end elseif self.character == 'spellblade' then self.t:every(2, function() self:shoot(random:float(0, 2*math.pi)) end, nil, nil, 'shoot') elseif self.character == 'psykeeper' then self.stored_heal = 0 self.last_heal_time = love.timer.getTime() elseif self.character == 'engineer' then self.t:every(8, function() SpawnEffect{group = main.current.effects, x = self.x, y = self.y, color = orange[0], action = function(x, y) Turret{group = main.current.main, x = x, y = y, parent = self} end} end, nil, nil, 'spawn') if self.level == 3 then self.t:every(24, function() SpawnEffect{group = main.current.effects, x = self.x - 16, y = self.y + 16, color = orange[0], action = function(x, y) Turret{group = main.current.main, x = x, y = y, parent = self} end} SpawnEffect{group = main.current.effects, x = self.x + 16, y = self.y + 16, color = orange[0], action = function(x, y) Turret{group = main.current.main, x = x, y = y, parent = self} end} self.t:after(0.5, function() local turrets = main.current.main:get_objects_by_class(Turret) buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5} for _, turret in ipairs(turrets) do HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = orange[0], duration = 0.1} LightningLine{group = main.current.effects, src = self, dst = turret, color = orange[0]} turret:upgrade() end end) end) end elseif self.character == 'plague_doctor' then self.t:every(5, function() self:dot_attack(24, {duration = 12, plague_doctor_unmovable = true}) end, nil, nil, 'attack') if self.level == 3 then self.t:after(0.01, function() self.dot_area = DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.area_size_m*48, color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self} end) end elseif self.character == 'witch' then self.sorcerer_count = 0 self.t:every(4, function() self:dot_attack(42, {duration = random:float(12, 16)}) if main.current.sorcerer_level > 0 then self.sorcerer_count = self.sorcerer_count + 1 if self.sorcerer_count >= ((main.current.sorcerer_level == 3 and 2) or (main.current.sorcerer_level == 2 and 3) or (main.current.sorcerer_level == 1 and 4)) then self.sorcerer_count = 0 self:sorcerer_repeat() self.t:after(0.25, function() self:dot_attack(42, {duration = random:float(12, 16)}) end) end end end, nil, nil, 'attack') elseif self.character == 'barbarian' then self.attack_sensor = Circle(self.x, self.y, 48) self.t:cooldown(8, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() self:attack(96, {stun = 4}) end, nil, nil, 'attack') elseif self.character == 'juggernaut' then self.attack_sensor = Circle(self.x, self.y, 64) self.t:cooldown(8, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() self:attack(128, {juggernaut_push = true}) end, nil, nil, 'attack') elseif self.character == 'lich' then self.attack_sensor = Circle(self.x, self.y, 128) self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy), {chain = (self.level == 3 and 14 or 7), v = 140}) end end, nil, nil, 'shoot') elseif self.character == 'cryomancer' then self.t:after(0.01, function() self.dot_area = DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.area_size_m*72, color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self} end) elseif self.character == 'pyromancer' then self.t:after(0.01, function() self.dot_area = DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.area_size_m*48, color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self} end) elseif self.character == 'corruptor' then self.attack_sensor = Circle(self.x, self.y, 160) self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy), {spawn_critters_on_kill = 3, spawn_critters_on_hit = (self.level == 3 and 2 or nil)}) end end, nil, nil, 'shoot') elseif self.character == 'beastmaster' then self.attack_sensor = Circle(self.x, self.y, 160) self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy), {spawn_critters_on_crit = 2}) end end, nil, nil, 'shoot') elseif self.character == 'launcher' then self.attack_sensor = Circle(self.x, self.y, 96) self.t:cooldown(6, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() buff1:play{pitch = random:float(0.9, 1.1), volume = 0.5} local enemies = main.current.main:get_objects_by_classes(main.current.enemies) for _, enemy in ipairs(enemies) do if self:distance_to_object(enemy) < 128 then local resonance_dmg = 0 if self.resonance then resonance_dmg = (self.level == 3 and 6*self.dmg*0.05*#enemies or 2*self.dmg*0.05*#enemies) end enemy:curse('launcher', 4*(self.hex_duration_m or 1), (self.level == 3 and 6*self.dmg or 2*self.dmg) + resonance_dmg, self) HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = yellow[0], duration = 0.1} LightningLine{group = main.current.effects, src = self, dst = enemy, color = yellow[0]} end end end, nil, nil, 'attack') elseif self.character == 'jester' then self.attack_sensor = Circle(self.x, self.y, 96) self.wide_attack_sensor = Circle(self.x, self.y, 128) self.t:cooldown(6, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() buff1:play{pitch = random:float(0.9, 1.1), volume = 0.5} local enemies = table.first2(table.shuffle(self:get_objects_in_shape(self.wide_attack_sensor, main.current.enemies)), 6 + ((self.malediction == 1 and 1) or (self.malediction == 2 and 3) or (self.malediction == 3 and 5) or 0) + ((main.current.curser_level == 2 and 3) or (main.current.curser_level == 1 and 1) or 0)) for _, enemy in ipairs(enemies) do if self:distance_to_object(enemy) < 128 then enemy:curse('jester', 6*(self.hex_duration_m or 1), self.level == 3, self) HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = red[0], duration = 0.1} LightningLine{group = main.current.effects, src = self, dst = enemy, color = red[0]} end end end, nil, nil, 'attack') elseif self.character == 'usurer' then self.attack_sensor = Circle(self.x, self.y, 96) self.wide_attack_sensor = Circle(self.x, self.y, 128) self.t:cooldown(6, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() buff1:play{pitch = random:float(0.9, 1.1), volume = 0.5} local enemies = table.first2(table.shuffle(self:get_objects_in_shape(self.wide_attack_sensor, main.current.enemies)), 3 + ((self.malediction == 1 and 1) or (self.malediction == 2 and 3) or (self.malediction == 3 and 5) or 0) + ((main.current.curser_level == 2 and 3) or (main.current.curser_level == 1 and 1) or 0)) for _, enemy in ipairs(enemies) do enemy:curse('usurer', 10000, self.level == 3, self) enemy:apply_dot(self.dmg*(self.dot_dmg_m or 1)*(main.current.chronomancer_dot or 1), 10000) HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = purple[0], duration = 0.1} LightningLine{group = main.current.effects, src = self, dst = enemy, color = purple[0]} end end, nil, nil, 'attack') elseif self.character == 'silencer' then self.sorcerer_count = 0 self.attack_sensor = Circle(self.x, self.y, 96) self.wide_attack_sensor = Circle(self.x, self.y, 128) self.t:cooldown(6, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local curse = function() buff1:play{pitch = random:float(0.9, 1.1), volume = 0.5} local enemies = table.first2(table.shuffle(self:get_objects_in_shape(self.wide_attack_sensor, main.current.enemies)), 6 + ((self.malediction == 1 and 1) or (self.malediction == 2 and 3) or (self.malediction == 3 and 5) or 0) + ((main.current.curser_level == 2 and 3) or (main.current.curser_level == 1 and 1) or 0)) for _, enemy in ipairs(enemies) do enemy:curse('silencer', 6*(self.hex_duration_m or 1), self.level == 3, self) if self.level == 3 then enemy:apply_dot(self.dmg*(self.dot_dmg_m or 1)*(main.current.chronomancer_dot or 1), 6*(self.hex_duration_m or 1)) end HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = blue2[0], duration = 0.1} LightningLine{group = main.current.effects, src = self, dst = enemy, color = blue2[0]} end end curse() if main.current.sorcerer_level > 0 then self.sorcerer_count = self.sorcerer_count + 1 if self.sorcerer_count >= ((main.current.sorcerer_level == 3 and 2) or (main.current.sorcerer_level == 2 and 3) or (main.current.sorcerer_level == 1 and 4)) then self.sorcerer_count = 0 self:sorcerer_repeat() self.t:after(0.5, function() curse() end) end end end, nil, nil, 'attack') elseif self.character == 'assassin' then self.attack_sensor = Circle(self.x, self.y, 64) self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:shoot(self:angle_to_object(closest_enemy), {pierce = 1000}) end end, nil, nil, 'shoot') elseif self.character == 'host' then if self.level == 3 then self.t:every(1, function() critter1:play{pitch = random:float(0.95, 1.05), volume = 0.35} for i = 1, 2 do Critter{group = main.current.main, x = self.x, y = self.y, color = orange[0], r = random:float(0, 2*math.pi), v = 10, dmg = self.dmg, parent = self} end end, nil, nil, 'spawn') else self.t:every(2, function() critter1:play{pitch = random:float(0.95, 1.05), volume = 0.35} Critter{group = main.current.main, x = self.x, y = self.y, color = orange[0], r = random:float(0, 2*math.pi), v = 10, dmg = self.dmg, parent = self} end, nil, nil, 'spawn') end elseif self.character == 'carver' then self.t:every(16, function() Tree{group = main.current.main, x = self.x, y = self.y, color = self.color, parent = self, level = self.level} end, nil, nil, 'spawn') elseif self.character == 'sentry' then self.t:every(7, function() Sentry{group = main.current.main, x = self.x, y = self.y, color = self.color, parent = self, level = self.level} end, nil, nil, 'spawn') elseif self.character == 'bane' then self.attack_sensor = Circle(self.x, self.y, 96) self.wide_attack_sensor = Circle(self.x, self.y, 128) self.t:cooldown(6, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() buff1:play{pitch = random:float(0.9, 1.1), volume = 0.5} local enemies = table.first2(table.shuffle(self:get_objects_in_shape(self.wide_attack_sensor, main.current.enemies)), 6 + ((self.malediction == 1 and 1) or (self.malediction == 2 and 3) or (self.malediction == 3 and 5) or 0) + ((main.current.curser_level == 2 and 3) or (main.current.curser_level == 1 and 1) or 0)) for _, enemy in ipairs(enemies) do enemy:curse('bane', 6*(self.hex_duration_m or 1), self.level == 3, self) HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = purple[0], duration = 0.1} LightningLine{group = main.current.effects, src = self, dst = enemy, color = purple[0]} end end, nil, nil, 'attack') elseif self.character == 'psykino' then self.t:every(4, function() local center_enemy = self:get_random_object_in_shape(Circle(self.x, self.y, 160), main.current.enemies) if center_enemy then ForceArea{group = main.current.effects, x = center_enemy.x, y = center_enemy.y, rs = self.area_size_m*64, color = self.color, character = self.character, level = self.level, parent = self} end end, nil, nil, 'attack') elseif self.character == 'barrager' then self.barrager_counter = 0 self.attack_sensor = Circle(self.x, self.y, 128) self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) local r = self:angle_to_object(closest_enemy) self.barrager_counter = self.barrager_counter + 1 if self.barrager_counter == 3 and self.level == 3 then self.barrager_counter = 0 for i = 1, 15 do self.t:after((i-1)*0.05, function() self:shoot(r + random:float(-math.pi/32, math.pi/32), {knockback = (self.level == 3 and 14 or 7)}) end) end else for i = 1, 3 do self.t:after((i-1)*0.075, function() self:shoot(r + random:float(-math.pi/32, math.pi/32), {knockback = (self.level == 3 and 14 or 7)}) end) end end end, nil, nil, 'shoot') elseif self.character == 'highlander' then self.attack_sensor = Circle(self.x, self.y, 36) self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() if self.level == 3 then self.t:every(0.25, function() self:attack(72) end, 3) else self:attack(72) end end, nil, nil, 'attack') elseif self.character == 'fairy' then self.t:every(6, function() if self.level == 3 then local units = self:get_all_units() local unit_1 = random:table(units) local runs = 0 if unit_1 then while table.any(non_attacking_characters, function(v) return v == unit_1.character end) and runs < 1000 do unit_1 = random:table(units); runs = runs + 1 end end local unit_2 = random:table(units) local runs = 0 if unit_2 then while table.any(non_attacking_characters, function(v) return v == unit_2.character end) and runs < 1000 do unit_2 = random:table(units); runs = runs + 1 end end if unit_1 then unit_1.fairy_aspd_m = 3 unit_1.fairyd = true unit_1.t:after(5.98, function() unit_1.fairy_aspd_m = 1; unit_1.fairyd = false end) end if unit_2 then unit_2.fairy_aspd_m = 3 unit_2.fairyd = true unit_2.t:after(5.98, function() unit_2.fairy_aspd_m = 1; unit_2.fairyd = false end) end heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5} buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5} for i = 1, 2 do local check_circle = Circle(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16), 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Volcano, Saboteur, Bomb, Pet, Turret, Sentry}) while #objects > 0 do check_circle:move_to(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16)) objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Volcano, Saboteur, Pet, Turret, Sentry, Bomb}) end SpawnEffect{group = main.current.effects, x = check_circle.x, y = check_circle.y, color = green[0], action = function(x, y) local check_circle = Circle(x, y, 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Volcano, Saboteur, Bomb, Pet, Turret, Sentry}) if #objects == 0 then HealingOrb{group = main.current.main, x = x, y = y} end end} end else local unit = random:table(self:get_all_units()) local runs = 0 while table.any(non_attacking_characters, function(v) return v == unit.character end) and runs < 1000 do unit = random:table(self:get_all_units()); runs = runs + 1 end if unit then unit.fairyd = true unit.fairy_aspd_m = 2 unit.t:after(5.98, function() unit.fairy_aspd_m = 1; unit.fairyd = false end) end heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5} buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5} local check_circle = Circle(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16), 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Volcano, Saboteur, Bomb, Pet, Turret, Sentry}) while #objects > 0 do check_circle:move_to(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16)) objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Volcano, Saboteur, Bomb, Pet, Turret, Sentry}) end SpawnEffect{group = main.current.effects, x = check_circle.x, y = check_circle.y, color = green[0], action = function(x, y) local check_circle = Circle(x, y, 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Volcano, Saboteur, Pet, Turret, Sentry, Bomb}) if #objects == 0 then HealingOrb{group = main.current.main, x = x, y = y} end end} end end, nil, nil, 'heal') elseif self.character == 'warden' then self.sorcerer_count = 0 self.t:every(12, function() local ward = function() if self.level == 3 then local units = self:get_all_units() local unit_1 = random:table_remove(units) local unit_2 = random:table_remove(units) if unit_1 then illusion1:play{pitch = random:float(0.95, 1.05), volume = 0.5} main.current.t:every_immediate(0.1, function() local check_circle = Circle(unit_1.x, unit_1.y, 6) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter}) if #objects == 0 then ForceField{group = main.current.main, x = unit_1.x, y = unit_1.y, parent = unit_1} main.current.t:cancel('warden_force_field_1') end end, nil, nil, 'warden_force_field_1') end if unit_2 then illusion1:play{pitch = random:float(0.95, 1.05), volume = 0.5} ForceField{group = main.current.main, x = unit_2.x, y = unit_2.y, parent = unit_2} main.current.t:every_immediate(0.1, function() local check_circle = Circle(unit_2.x, unit_2.y, 6) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter}) if #objects == 0 then ForceField{group = main.current.main, x = unit_2.x, y = unit_2.y, parent = unit_2} main.current.t:cancel('warden_force_field_2') end end, nil, nil, 'warden_force_field_2') end else local unit = random:table(self:get_all_units()) if unit then illusion1:play{pitch = random:float(0.95, 1.05), volume = 0.5} main.current.t:every_immediate(0.1, function() local check_circle = Circle(unit.x, unit.y, 6) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter}) if #objects == 0 then ForceField{group = main.current.main, x = unit.x, y = unit.y, parent = unit} main.current.t:cancel('warden_force_field_0') end end, nil, nil, 'warden_force_field_0') end end end ward() if main.current.sorcerer_level > 0 then self.sorcerer_count = self.sorcerer_count + 1 if self.sorcerer_count >= ((main.current.sorcerer_level == 3 and 2) or (main.current.sorcerer_level == 2 and 3) or (main.current.sorcerer_level == 1 and 4)) then self.sorcerer_count = 0 self:sorcerer_repeat() self.t:after(0.5, function() ward() end) end end end, nil, nil, 'buff') elseif self.character == 'priest' then if self.level == 3 then self.t:after(0.01, function() local all_units = self:get_all_units() local unit_1 = random:table_remove(all_units) local unit_2 = random:table_remove(all_units) local unit_3 = random:table_remove(all_units) if unit_1 then unit_1.divined = true end if unit_2 then unit_2.divined = true end if unit_3 then unit_3.divined = true end end) end self.t:every(12, function() local x, y = random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16) for i = 1, 3 do SpawnEffect{group = main.current.effects, x = x, y = y, color = green[0], action = function(x, y) local check_circle = Circle(x, y, 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Volcano, Saboteur, Bomb, Pet, Turret, Sentry, Automaton}) if #objects == 0 then HealingOrb{group = main.current.main, x = x, y = y} end end} end --[[ local all_units = self:get_all_units() for _, unit in ipairs(all_units) do unit:heal(0.2*unit.max_hp*(self.heal_effect_m or 1)) end heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5} ]]-- end, nil, nil, 'heal') elseif self.character == 'infestor' then self.attack_sensor = Circle(self.x, self.y, 96) self.wide_attack_sensor = Circle(self.x, self.y, 128) self.t:cooldown(6, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() buff1:play{pitch = random:float(0.9, 1.1), volume = 0.5} local enemies = table.first2(table.shuffle(self:get_objects_in_shape(self.wide_attack_sensor, main.current.enemies)), 8 + ((self.malediction == 1 and 1) or (self.malediction == 2 and 3) or (self.malediction == 3 and 5) or 0) + ((main.current.curser_level == 2 and 3) or (main.current.curser_level == 1 and 1) or 0)) for _, enemy in ipairs(enemies) do enemy:curse('infestor', 6*(self.hex_duration_m or 1), (self.level == 3 and 6 or 2), self.dmg, self) HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = orange[0], duration = 0.1} LightningLine{group = main.current.effects, src = self, dst = enemy, color = orange[0]} end end, nil, nil, 'attack') elseif self.character == 'flagellant' then self.t:every(8, function() buff1:play{pitch = random:float(0.95, 1.05), volume = 0.3} flagellant1:play{pitch = random:float(0.95, 1.05), volume = 0.4} local all_units = self:get_all_units() for _, unit in ipairs(all_units) do if unit.character == 'flagellant' then hit2:play{pitch = random:float(0.95, 1.05), volume = 0.4} unit:hit(self.level == unit.dmg or 2*unit.dmg) end if not unit.flagellant_dmg_m then unit.flagellant_dmg_m = 1 end if self.level == 3 then unit.flagellant_dmg_m = unit.flagellant_dmg_m + 0.12 else unit.flagellant_dmg_m = unit.flagellant_dmg_m + 0.04 end end end, nil, nil, 'buff') end self:calculate_stats(true) if self.leader then self.previous_positions = {} self.followers = {} self.t:every(0.01, function() table.insert(self.previous_positions, 1, {x = self.x, y = self.y, r = self.r}) if #self.previous_positions > 256 then self.previous_positions[257] = nil end end) end if self.ouroboros_technique_r then self.t:after(0.01, function() self.t:every((self.ouroboros_technique_r == 1 and 0.5) or (self.ouroboros_technique_r == 2 and 0.33) or (self.ouroboros_technique_r == 3 and 0.25), function() if self.leader and (state.mouse_control and table.all(self.mouse_control_v_buffer, function(v) return v >= 0.5 end)) or (self.move_right_pressed and love.timer.getTime() - self.move_right_pressed > 1) then local target = self:get_closest_object_in_shape(Circle(self.x, self.y, 96), main.current.enemies) if target then local units = self:get_all_units() local unit = random:table(units) unit:barrage(unit:angle_to_object(target), 1) else 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) end) end if self.centipede then self.centipede_mvspd_m = (self.centipede == 1 and 1.1) or (self.centipede == 2 and 1.2) or (self.centipede == 3 and 1.3) end if self.amplify then self.amplify_area_dmg_m = (self.amplify == 1 and 1.2) or (self.amplify == 2 and 1.35) or (self.amplify == 3 and 1.5) end if self.ballista and launches_projectiles(self.character) then self.ballista_dmg_m = (self.ballista == 1 and 1.2) or (self.ballista == 2 and 1.35) or (self.ballista == 3 and 1.5) end if self.chronomancy then if table.any(self.classes, function(v) return v == 'mage' end) then self.chronomancy_aspd_m = (self.chronomancy == 1 and 1.15) or (self.chronomancy == 2 and 1.25) or (self.chronomancy == 3 and 1.35) end end if self.leader and self.awakening then main.current.t:after(0.1, function() local units = self:get_all_units() local mages = {} for _, unit in ipairs(units) do if table.any(unit.classes, function(v) return v == 'mage' end) then table.insert(mages, unit) end end local mage = random:table(mages) if mage then local runs = 0 while table.any(non_attacking_characters, function(v) return v == mage.character end) and runs < 1000 do mage = random:table(mages); runs = runs + 1 end mage.awakening_aspd_m = (self.awakening == 1 and 1.5) or (self.awakening == 2 and 1.75) or (self.awakening == 3 and 2) mage.awakening_dmg_m = (self.awakening == 1 and 1.5) or (self.awakening == 2 and 1.75) or (self.awakening == 3 and 2) end end) end if self.leader and self.divine_punishment then main.current.t:every(5, function() local units = self:get_all_units() local mages = {} for _, unit in ipairs(units) do if table.any(unit.classes, function(v) return v == 'mage' end) then table.insert(mages, unit) end end local leader = main.current.player:get_leader() local enemies = main.current.main:get_objects_by_classes(main.current.enemies) if #enemies > 0 then thunder1:play{volume = 0.3} camera:shake(4, 0.5) end for _, enemy in ipairs(enemies) do enemy:hit(10*#mages) LightningLine{group = main.current.effects, src = {x = enemy.x, y = enemy.y - 32}, dst = enemy, color = blue[0], duration = 0.2} _G[random:table{'spark1', 'spark2', 'spark3'}]:play{pitch = random:float(0.9, 1.1), volume = 0.3} end end, nil, nil, 'divine_punishment') end if self.unwavering_stance and table.any(self.classes, function(v) return v == 'warrior' end) then self.unwavering_stance_def_m = 1 self.t:every(5, function() self.unwavering_stance_def_m = self.unwavering_stance_def_m + ((self.unwavering_stance == 1 and 0.04) or (self.unwavering_stance == 2 and 0.08) or (self.unwavering_stance == 3 and 0.12)) end) end if self.magnify then self.magnify_area_size_m = (self.magnify == 1 and 1.2) or (self.magnify == 2 and 1.35) or (self.magnify == 3 and 1.5) end if self.unleash and table.any(self.classes, function(v) return v == 'nuker' end) then self.unleash_area_dmg_m = 1 self.unleash_area_size_m = 1 self.t:every(1, function() self.unleash_area_dmg_m = self.unleash_area_dmg_m + 0.01 self.unleash_area_size_m = self.unleash_area_size_m + 0.01 if self.dot_area then self.dot_area:scale(self.unleash_area_size_m) end end) end if self.reinforce then main.current.t:after(0.1, function() local units = self:get_all_units() local any_enchanter = false for _, unit in ipairs(units) do if table.any(unit.classes, function(v) return v == 'enchanter' end) then any_enchanter = true break end end if any_enchanter then local v = (self.reinforce == 1 and 1.1) or (self.reinforce == 2 and 1.2) or (self.reinforce == 3 and 1.3) or 1 self.reinforce_dmg_m = v self.reinforce_def_m = v self.reinforce_aspd_m = v end end) end if self.enchanted then main.current.t:after(0.1, function() local units = self:get_all_units() local enchanter_amount = 0 for _, unit in ipairs(units) do if table.any(unit.classes, function(v) return v == 'enchanter' end) then enchanter_amount = enchanter_amount + 1 end end if enchanter_amount >= 2 then local unit = random:table(units) local runs = 0 if unit then while table.any(non_attacking_characters, function(v) return v == unit.character end) and runs < 1000 do unit = random:table(units); runs = runs + 1 end unit.enchanted_aspd_m = (self.enchanted == 1 and 1.33) or (self.enchanted == 2 and 1.66) or (self.enchanted == 3 and 1.99) end end end) end if self.payback then self.payback_dmg_m = 1 end if self.hex_master then self.hex_duration_m = 1.25 end if self.unrelenting_stance then self.unrelenting_stance_def_m = 1 end if self.leader and self.immolation then main.current.t:after(0.1, function() local units = self:get_all_units() local unit_1 = random:table_remove(units) local unit_2 = random:table_remove(units) local unit_3 = random:table_remove(units) if unit_1 then unit_1.t:every(2, function() unit_1:hit(0.05*unit_1.max_hp) end) end if unit_2 then unit_2.t:every(2, function() unit_2:hit(0.05*unit_2.max_hp) end) end if unit_3 then unit_3.t:every(2, function() unit_3:hit(0.05*unit_3.max_hp) end) end local units = self:get_all_units() for _, unit in ipairs(units) do unit.immolation_dmg_m = 1 unit.t:every(2, function() unit.immolation_dmg_m = unit.immolation_dmg_m + 0.08 end) end end) end if self.leader and self.shoot_5 then main.current.t:after(0.1, function() main.current.t:every(0.33, function() local units = main.current.player:get_all_units() local unit = units[5] if unit then local target = unit:get_closest_object_in_shape(Circle(unit.x, unit.y, 96), main.current.enemies) if target then unit:barrage(unit:angle_to_object(target), 1, nil, nil, true) else unit:barrage(random:float(0, 2*math.pi), 1, nil, nil, true) end end end) end) end if self.leader and self.death_6 then main.current.t:after(0.1, function() main.current.t:every(3, function() flagellant1:play{pitch = random:float(0.95, 1.05), volume = 0.4} local units = main.current.player:get_all_units() local unit = units[6] if unit then hit2:play{pitch = random:float(0.95, 1.05), volume = 0.4} unit:hit(0.1*unit.max_hp) end end) end) end if self.character == 'flagellant' and self.level == 3 then self.hp = 2*self.max_hp end if self.leader then self.t:after(1, function() local units = self:get_all_units() for _, unit in ipairs(units) do if table.any(unit.classes, function(v) return v == 'psyker' end) then Projectile{group = main.current.main, x = unit.x + 24*math.cos(unit.r), y = unit.y + 24*math.sin(unit.r), color = fg[0], v = 200, dmg = unit.dmg, character = 'psyker', parent = unit} end end local psykers = {} for _, unit in ipairs(units) do if table.any(unit.classes, function(v) return v == 'psyker' end) then table.insert(psykers, unit) end end for i = 1, ((main.current.psyker_level == 2 and 4) or (main.current.psyker_level == 1 and 2) or (main.current.psyker_level == 0 and 0) or 0) do local unit = random:table(#psykers > 0 and psykers or units) Projectile{group = main.current.main, x = unit.x + 24*math.cos(unit.r), y = unit.y + 24*math.sin(unit.r), color = fg[0], v = 200, dmg = unit.dmg, character = 'psyker', parent = unit} end if self.psyker_orbs then for i = 1, ((self.psyker_orbs == 1 and 1) or (self.psyker_orbs == 2 and 2) or (self.psyker_orbs == 3 and 4) or 0) do local unit = random:table(#psykers > 0 and psykers or units) Projectile{group = main.current.main, x = unit.x + 24*math.cos(unit.r), y = unit.y + 24*math.sin(unit.r), color = fg[0], v = 200, dmg = unit.dmg, character = 'psyker', parent = unit} end end end) end if self.leader and self.psycholeak then main.current.t:every(10, function() local unit = main.current.player Projectile{group = main.current.main, x = unit.x + 24*math.cos(unit.r), y = unit.y + 24*math.sin(unit.r), color = fg[0], v = 200, dmg = unit.dmg, character = 'psyker', parent = unit} end) end if self.leader and self.divine_blessing then main.current.t:every(8, function() local x, y = random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16) SpawnEffect{group = main.current.effects, x = x, y = y, color = green[0], action = function(x, y) local check_circle = Circle(x, y, 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Volcano, Saboteur, Bomb, Pet, Turret, Sentry, Automaton}) if #objects == 0 then HealingOrb{group = main.current.main, x = x, y = y} end end} end) end self.mouse_control_v_buffer = {} if main.current:is(MainMenu) then self.r = random:table{-math.pi/4, math.pi/4, 3*math.pi/4, -3*math.pi/4} self:set_angle(self.r) end end function Player:update(dt) self:update_game_object(dt) if self.character == 'squire' then local all_units = self:get_all_units() for _, unit in ipairs(all_units) do unit.squire_dmg_m = 1.2 unit.squire_def_m = 1.2 if self.level == 3 then unit.squire_dmg_m = 1.5 unit.squire_def_m = 1.5 unit.squire_aspd_m = 1.3 unit.squire_mvspd_m = 1.3 end end elseif self.character == 'chronomancer' then local all_units = self:get_all_units() for _, unit in ipairs(all_units) do unit.chronomancer_aspd_m = 1.2 end end if self.character == 'vagrant' and self.level == 3 then local class_levels = get_class_levels(self:get_all_units()) local number_of_active_sets = 0 if class_levels.ranger >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.warrior >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.mage >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.rogue >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.healer >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.conjurer >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.enchanter >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.psyker >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.nuker >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.curser >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.forcer >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.swarmer >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.voider >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.sorcerer >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.mercenary >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.explorer >= 1 then number_of_active_sets = number_of_active_sets + 1 end self.vagrant_dmg_m = 1 + 0.1*number_of_active_sets self.vagrant_aspd_m = 1 + 0.1*number_of_active_sets end if self.character == 'swordsman' and self.level == 3 then self.swordsman_dmg_m = 2 end if self.character == 'outlaw' and self.level == 3 then self.outlaw_aspd_m = 1.5 end if table.any(self.classes, function(v) return v == 'ranger' end) then if main.current.ranger_level == 2 then self.chance_to_barrage = 16 elseif main.current.ranger_level == 1 then self.chance_to_barrage = 8 elseif main.current.ranger_level == 0 then self.chance_to_barrage = 0 end end if table.any(self.classes, function(v) return v == 'warrior' end) then if main.current.warrior_level == 2 then self.warrior_def_a = 50 elseif main.current.warrior_level == 1 then self.warrior_def_a = 25 elseif main.current.warrior_level == 0 then self.warrior_def_a = 0 end end self.heal_effect_m = 1 if self.blessing then self.heal_effect_m = self.heal_effect_m*((self.blessing == 1 and 1.1) or (self.blessing == 2 and 1.2) or (self.blessing == 3 and 1.3)) end if table.any(self.classes, function(v) return v == 'nuker' end) then if main.current.nuker_level == 2 then self.nuker_area_size_m = 1.25; self.nuker_area_dmg_m = 1.25 elseif main.current.nuker_level == 1 then self.nuker_area_size_m = 1.15; self.nuker_area_dmg_m = 1.15 elseif main.current.nuker_level == 0 then self.nuker_area_size_m = 1; self.nuker_area_dmg_m = 1 end end if main.current.conjurer_level == 2 then self.conjurer_buff_m = 1.5 elseif main.current.conjurer_level == 1 then self.conjurer_buff_m = 1.25 else self.conjurer_buff_m = 1 end if table.any(self.classes, function(v) return v == 'rogue' end) then if main.current.rogue_level == 2 then self.chance_to_crit = 30 elseif main.current.rogue_level == 1 then self.chance_to_crit = 15 elseif main.current.rogue_level == 0 then self.chance_to_crit = 0 end end if main.current.enchanter_level == 2 then self.enchanter_dmg_m = 1.25 elseif main.current.enchanter_level == 1 then self.enchanter_dmg_m = 1.15 else self.enchanter_dmg_m = 1 end if table.any(self.classes, function(v) return v == 'explorer' end) then local class_levels = get_class_levels(self:get_all_units()) local number_of_active_sets = 0 if class_levels.ranger >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.warrior >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.mage >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.rogue >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.healer >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.conjurer >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.enchanter >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.psyker >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.nuker >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.curser >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.forcer >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.swarmer >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.voider >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.sorcerer >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.mercenary >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.explorer >= 1 then number_of_active_sets = number_of_active_sets + 1 end self.explorer_dmg_m = 1 + 0.15*number_of_active_sets self.explorer_aspd_m = 1 + 0.15*number_of_active_sets end if main.current.forcer_level == 2 then self.knockback_m = 1.5 elseif main.current.forcer_level == 1 then self.knockback_m = 1.25 else self.knockback_m = 1 end if self.force_push then self.knockback_m = self.knockback_m*1.25 end self.dot_dmg_m = 1 if table.any(self.classes, function(v) return v == 'voider' end) then if main.current.voider_level == 2 then self.dot_dmg_m = 1.4 elseif main.current.voider_level == 1 then self.dot_dmg_m = 1.2 else self.dot_dmg_m = 1 end end if self.call_of_the_void then self.dot_dmg_m = (self.dot_dmg_m or 1)*((self.call_of_the_void == 1 and 1.3) or (self.call_of_the_void == 2 and 1.6) or (self.call_of_the_void == 3 and 1.9) or 1) end if self.ouroboros_technique_l and self.leader then local units = self:get_all_units() if (state.mouse_control and table.all(self.mouse_control_v_buffer, function(v) return v <= -0.5 end)) or (self.move_left_pressed and love.timer.getTime() - self.move_left_pressed > 1) then for _, unit in ipairs(units) do unit.ouroboros_def_m = (self.ouroboros_technique_l == 1 and 1.15) or (self.ouroboros_technique_l == 2 and 1.25) or (self.ouroboros_technique_l == 3 and 1.35) end else for _, unit in ipairs(units) do unit.ouroboros_def_m = 1 end end end if self.berserking and table.any(self.classes, function(v) return v == 'warrior' end) then self.berserking_aspd_m = math.remap(self.hp/self.max_hp, 0, 1, (self.berserking == 1 and 1.5) or (self.berserking == 2 and 1.75) or (self.berserking == 3 and 2), 1) end if self.speed_3 and self.follower_index == 2 then self.speed_3_aspd_m = 1.5 end if self.damage_4 and self.follower_index == 3 then self.damage_4_dmg_m = 1.3 end if self.defensive_stance and self.leader then self.defensive_stance_def_m = (self.defensive_stance == 1 and 1.1) or (self.defensive_stance == 2 and 1.2) or (self.defensive_stance == 3 and 1.3) end if self.defensive_stance and not self.leader and self.follower_index == #self.parent.followers then self.defensive_stance_def_m = (self.defensive_stance == 1 and 1.1) or (self.defensive_stance == 2 and 1.2) or (self.defensive_stance == 3 and 1.3) end if self.offensive_stance and self.leader then self.offensive_stance_dmg_m = (self.offensive_stance == 1 and 1.1) or (self.offensive_stance == 2 and 1.2) or (self.offensive_stance == 3 and 1.3) end if self.offensive_stance and not self.leader and self.follower_index == #self.parent.followers then self.offensive_stance_dmg_m = (self.offensive_stance == 1 and 1.1) or (self.offensive_stance == 2 and 1.2) or (self.offensive_stance == 3 and 1.3) end if self.leader and #self.followers == 0 and self.last_stand then self.last_stand_dmg_m = 1.2 self.last_stand_def_m = 1.2 self.last_stand_aspd_m = 1.2 self.last_stand_area_size_m = 1.2 self.last_stand_area_dmg_m = 1.2 self.last_stand_mvspd_m = 1.2 end if self.dividends and table.any(self.classes, function(v) return v == 'mercenary' end) then self.dividends_dmg_m = (1 + gold/100) end if self.character == 'flagellant' and self.level == 3 then self.flagellant_hp_m = 2 end if self.haste then if self.hasted then self.haste_mvspd_m = math.clamp(math.remap(love.timer.getTime() - self.hasted, 0, 4, 1.5, 1), 1, 1.5) else self.haste_mvspd_m = 1 end end self.buff_def_a = (self.warrior_def_a or 0) self.buff_aspd_m = (self.chronomancer_aspd_m or 1)*(self.vagrant_aspd_m or 1)*(self.outlaw_aspd_m or 1)*(self.fairy_aspd_m or 1)*(self.psyker_aspd_m or 1)*(self.chronomancy_aspd_m or 1)*(self.awakening_aspd_m or 1)*(self.berserking_aspd_m or 1)*(self.reinforce_aspd_m or 1)*(self.squire_aspd_m or 1)*(self.speed_3_aspd_m or 1)*(self.last_stand_aspd_m or 1)*(self.enchanted_aspd_m or 1)*(self.explorer_aspd_m or 1)*(self.magician_aspd_m or 1) self.buff_dmg_m = (self.squire_dmg_m or 1)*(self.vagrant_dmg_m or 1)*(self.enchanter_dmg_m or 1)*(self.swordsman_dmg_m or 1)*(self.flagellant_dmg_m or 1)*(self.psyker_dmg_m or 1)*(self.ballista_dmg_m or 1)*(self.awakening_dmg_m or 1)*(self.reinforce_dmg_m or 1)*(self.payback_dmg_m or 1)*(self.immolation_dmg_m or 1)*(self.damage_4_dmg_m or 1)*(self.offensive_stance_dmg_m or 1)*(self.last_stand_dmg_m or 1)*(self.dividends_dmg_m or 1)*(self.explorer_dmg_m or 1) self.buff_def_m = (self.squire_def_m or 1)*(self.ouroboros_def_m or 1)*(self.unwavering_stance_def_m or 1)*(self.reinforce_def_m or 1)*(self.defensive_stance_def_m or 1)*(self.last_stand_def_m or 1)*(self.unrelenting_stance_def_m or 1)*(self.hardening_def_m or 1) self.buff_area_size_m = (self.nuker_area_size_m or 1)*(self.magnify_area_size_m or 1)*(self.unleash_area_size_m or 1)*(self.last_stand_area_size_m or 1) self.buff_area_dmg_m = (self.nuker_area_dmg_m or 1)*(self.amplify_area_dmg_m or 1)*(self.unleash_area_dmg_m or 1)*(self.last_stand_area_dmg_m or 1) self.buff_mvspd_m = (self.wall_rider_mvspd_m or 1)*(self.centipede_mvspd_m or 1)*(self.squire_mvspd_m or 1)*(self.last_stand_mvspd_m or 1)*(self.haste_mvspd_m or 1) self.buff_hp_m = (self.flagellant_hp_m or 1) self:calculate_stats() if self.attack_sensor then self.attack_sensor:move_to(self.x, self.y) end if self.wide_attack_sensor then self.wide_attack_sensor:move_to(self.x, self.y) end if self.gun_kata_sensor then self.gun_kata_sensor:move_to(self.x, self.y) end self.t:set_every_multiplier('shoot', self.aspd_m) self.t:set_every_multiplier('attack', self.aspd_m) if self.leader then if not main.current:is(MainMenu) 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 state.mouse_control then self.mouse_control_v = Vector(math.cos(self.r), math.sin(self.r)):perpendicular():dot(Vector(math.cos(self:angle_to_mouse()), math.sin(self:angle_to_mouse()))) self.r = self.r + math.sign(self.mouse_control_v)*1.66*math.pi*dt table.insert(self.mouse_control_v_buffer, 1, self.mouse_control_v) if #self.mouse_control_v_buffer > 64 then self.mouse_control_v_buffer[65] = nil end else 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 end end local total_v = 0 local units = self:get_all_units() for _, unit in ipairs(units) do total_v = total_v + unit.max_v end total_v = math.floor(total_v/#units) self.total_v = total_v self:set_velocity(total_v*math.cos(self.r), total_v*math.sin(self.r)) if not main.current.won and not main.current.choosing_passives then if not state.no_screen_movement then local vx, vy = self:get_velocity() local hd = math.remap(math.abs(self.x - gw/2), 0, 192, 1, 0) local vd = math.remap(math.abs(self.y - gh/2), 0, 108, 1, 0) camera.x = camera.x + math.remap(vx, -100, 100, -24*hd, 24*hd)*dt camera.y = camera.y + math.remap(vy, -100, 100, -8*vd, 8*vd)*dt if input.move_right.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, math.pi/256) elseif input.move_left.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, -math.pi/256) --[[ elseif input.move_down.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, math.pi/256) elseif input.move_up.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, -math.pi/256) ]]-- else camera.r = math.lerp_angle_dt(0.005, dt, camera.r, 0) end end end self:set_angle(self.r) else local target_distance = 10.4*(self.follower_index or 0) local distance_sum = 0 local p local previous = self.parent for i, point in ipairs(self.parent.previous_positions) do local distance_to_previous = math.distance(previous.x, previous.y, point.x, point.y) distance_sum = distance_sum + distance_to_previous if distance_sum >= target_distance then p = self.parent.previous_positions[i-1] break end previous = point end if p then self:set_position(p.x, p.y) self.r = p.r if not self.following then spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15} for i = 1, random:int(3, 4) do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 10, color = fg[0]}:scale_down(0.3):change_color(0.5, self.color) self.following = true end else self.r = self:get_angle() end end end function Player:draw() graphics.push(self.x, self.y, self.r, self.hfx.hit.x*self.hfx.shoot.x, self.hfx.hit.x*self.hfx.shoot.x) if self.visual_shape == 'rectangle' then if self.magician_invulnerable then graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, blue_transparent) elseif self.undead then graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, self.color, 1) else graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, (self.hfx.hit.f or self.hfx.shoot.f) and fg[0] or self.color) end if self.leader and state.arrow_snake then local x, y = self.x + 0.9*self.shape.w, self.y graphics.line(x + 3, y, x, y - 3, character_colors[self.character], 1) graphics.line(x + 3, y, x, y + 3, character_colors[self.character], 1) end if self.ouroboros_def_m and self.ouroboros_def_m > 1 then graphics.rectangle(self.x, self.y, 1.25*self.shape.w, 1.25*self.shape.h, 3, 3, yellow_transparent) end if self.divined then graphics.rectangle(self.x, self.y, 1.25*self.shape.w, 1.25*self.shape.h, 3, 3, green_transparent) end if self.fairyd then graphics.rectangle(self.x, self.y, 1.25*self.shape.w, 1.25*self.shape.h, 3, 3, blue_transparent) end end graphics.pop() end function Player:on_collision_enter(other, contact) local x, y = contact:getPositions() if other:is(Wall) then if self.leader then if other.snkrx then main.current.level_1000_text:pull(0.2, 200, 10) end self.hfx:use('hit', 0.5, 200, 10, 0.1) camera:spring_shake(2, math.pi - self.r) self:bounce(contact:getNormal()) local r = random:float(0.9, 1.1) player_hit_wall1:play{pitch = r, volume = 0.1} pop1:play{pitch = r, volume = 0.2} for i, f in ipairs(self.followers) do trigger:after(i*(10.6/self.v), function() f.hfx:use('hit', 0.5, 200, 10, 0.1) player_hit_wall1:play{pitch = r + 0.025*i, volume = 0.1} pop1:play{pitch = r + 0.05*i, volume = 0.2} end) end if self.wall_echo then if random:bool(34) then local target = self:get_closest_object_in_shape(Circle(self.x, self.y, 96), main.current.enemies) if target then self:barrage(self:angle_to_object(target), 2) else local r = Vector(contact:getNormal()):angle() self:barrage(r, 2) end end end if self.wall_rider then local units = self:get_all_units() for _, unit in ipairs(units) do unit.wall_rider_mvspd_m = 1.25 end trigger:after(1, function() for _, unit in ipairs(units) do unit.wall_rider_mvspd_m = 1 end end, 'wall_rider') end end elseif table.any(main.current.enemies, function(v) return other:is(v) end) then 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 self:hit((4 + math.floor(other.level/3))*other.dmg) other.headbutting = false else self:hit(other.dmg) end HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1} for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = other.color} end end end function Player:hit(damage, from_undead) if self.dead then return end if self.magician_invulnerable then return end if self.undead and not from_undead then return end self.hfx:use('hit', 0.25, 200, 10) self:show_hp() local actual_damage = math.max(self:calculate_damage(damage), 0) self.hp = self.hp - actual_damage _G[random:table{'player_hit1', 'player_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} camera:shake(4, 0.5) main.current.damage_taken = main.current.damage_taken + actual_damage if self.payback and table.any(self.classes, function(v) return v == 'enchanter' end) then local units = self:get_all_units() for _, unit in ipairs(units) do if not unit.payback_dmg_m then unit.payback_dmg_m = 1 end unit.payback_dmg_m = unit.payback_dmg_m + ((self.payback == 1 and 0.02) or (self.payback == 2 and 0.05) or (self.payback == 3 and 0.08) or 0) end end if self.unrelenting_stance and table.any(self.classes, function(v) return v == 'warrior' end) then local units = self:get_all_units() for _, unit in ipairs(units) do if not unit.unrelenting_stance_def_m then unit.unrelenting_stance_def_m = 1 end unit.unrelenting_stance_def_m = unit.unrelenting_stance_def_m + ((self.unrelenting_stance == 1 and 0.02) or (self.unrelenting_stance == 2 and 0.05) or (self.unrelenting_stance == 3 and 0.08) or 0) end end if self.character == 'beastmaster' and self.level == 3 then critter1:play{pitch = random:float(0.95, 1.05), volume = 0.5} trigger:after(0.01, function() for i = 1, 4 do Critter{group = main.current.main, x = self.x, y = self.y, color = orange[0], r = random:float(0, 2*math.pi), v = 20, dmg = self.dmg, parent = self} end end) end if self.crucio then local enemies = main.current.main:get_objects_by_classes(main.current.enemies) for _, enemy in ipairs(enemies) do enemy:hit(((self.crucio == 1 and 0.2) or (self.crucio == 2 and 0.3) or (self.crucio == 3 and 0.4))*actual_damage) HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1} end end if self.character == 'psykeeper' then self.stored_heal = self.stored_heal + actual_damage if self.stored_heal > (0.25*self.max_hp) then self.stored_heal = 0 local check_circle = Circle(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16), 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Volcano, Saboteur, Bomb, Pet, Turret, Sentry, Automaton}) while #objects > 0 do check_circle:move_to(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16)) objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Volcano, Saboteur, Bomb, Pet, Turret, Sentry, Automaton}) end for i = 1, 3 do SpawnEffect{group = main.current.effects, x = check_circle.x, y = check_circle.y, color = green[0], action = function(x, y) local check_circle = Circle(x, y, 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Sentry, Volcano, Saboteur, Bomb, Pet, Turret, Automaton}) if #objects == 0 then HealingOrb{group = main.current.main, x = x, y = y} end end} end end if self.level == 3 then local enemies = main.current.main:get_objects_by_classes(main.current.enemies) for _, enemy in ipairs(enemies) do enemy:hit(2*actual_damage/#enemies) end end end self.character_hp:change_hp() if self.hp <= 0 then if self.divined then self:heal(self.max_hp) heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5} buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5} for i = 1, random:int(4, 6) do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 12}:scale_down(0.3):change_color(0.5, self.color) self.divined = false elseif self.lasting_7 and self.follower_index == 6 and not self.undead then self.undead = true self.t:after(10, function() self:hit(10000, true) end) else hit4:play{pitch = random:float(0.95, 1.05), volume = 0.5} slow(0.25, 1) for i = 1, random:int(4, 6) do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 12}:scale_down(0.3):change_color(0.5, self.color) if self.leader and #self.followers == 0 then if main.current:die() then self.dead = true else self.hp = 1 end else self.dead = true if self.leader then self:recalculate_followers() else self.parent:recalculate_followers() end if #main.current.player.followers == 0 and main.current.player.last_stand then heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5} buff1:play{pitch == random:float(0.9, 1.1), volume = 0.5} main.current.player:heal(10000) end end if self.kinetic_bomb then elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5} local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 96), main.current.enemies) for _, enemy in ipairs(enemies) do enemy:push(random:float(30, 50)*(self.knockback_m or 1), self:angle_to_object(enemy)) end end if self.porcupine_technique then main.current.t:after(0.01, function() local r = 0 for i = 1, 8 do archer1:play{pitch = random:float(0.95, 1.05), volume = 0.35} HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6} local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 250, r = r, color = self.color, dmg = self.dmg, parent = self, character = 'barrage', level = self.level, pierce = 1000, ricochet = 2} Projectile(table.merge(t, mods or {})) r = r + math.pi/4 end end) end if self.hardening then local units = self:get_all_units() for _, unit in ipairs(units) do unit.hardening_def_m = 2.5 unit.t:after(3, function() unit.hardening_def_m = 1 end) end end if self.annihilation and table.any(self.classes, function(v) return v == 'voider' end) then local enemies = self.group:get_objects_by_classes({Seeker, EnemyCritter}) for _, enemy in ipairs(enemies) do enemy:apply_dot(self.dmg*(self.dot_dmg_m or 1)*(main.current.chronomancer_dot or 1), 3) end end if self.insurance then if random:bool(4*((main.current.mercenary_level == 2 and 16) or (main.current.mercenary_level == 1 and 8) or 0)) then main.current.t:after(0.01, function() Gold{group = main.current.main, x = self.x, y = self.y} Gold{group = main.current.main, x = self.x, y = self.y} end) end end if self.dot_area then self.dot_area.dead = true; self.dot_area = nil end end end end function Player:sorcerer_repeat() local enemies = self.group:get_objects_by_classes(main.current.enemies) if not enemies then return end local enemy = random:table(enemies) if enemy then if self.gravity_field then ForceArea{group = main.current.effects, x = enemy.x, y = enemy.y, rs = self.area_size_m*24, color = fg[0], character = 'gravity_field', parent = self} end end local enemy = random:table(enemies) if enemy then if self.burning_field then fire1:play{pitch = random:float(0.9, 1.1), volume = 0.5} DotArea{group = main.current.effects, x = enemy.x, y = enemy.y, rs = self.area_size_m*24, color = red[0], dmg = 30*self.area_dmg_m*(self.dot_dmg_m or 1), duration = 2, character = 'burning_field'} end end local enemy = random:table(enemies) if enemy then if self.freezing_field then frost1:play{pitch = random:float(0.8, 1.2), volume = 0.3} elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.3} Area{group = main.current.effects, x = enemy.x, y = enemy.y, w = self.area_size_m*36, color = blue[0], character = 'freezing_field', parent = self} end end end function Player:heal(amount) local hp = self.hp self.hfx:use('hit', 0.25, 200, 10) self:show_hp(1.5) self:show_heal(1.5) self.hp = self.hp + amount if self.hp > self.max_hp then self.hp = self.max_hp end self.character_hp:change_hp() end function Player:chain_infuse(duration) self.chain_infused = true self.t:after(duration or 2, function() self.chain_infused = false end, 'chain_infuse') end function Player:get_all_units() local followers local leader = (self.leader and self) or self.parent if self.leader then followers = self.followers else followers = self.parent.followers end return {leader, unpack(followers)} end function Player:get_leader() return (self.leader and self) or self.parent end function Player:get_unit(character) local all_units = self:get_all_units() for _, unit in ipairs(all_units) do if unit.character == character then return unit end end end function Player:recalculate_followers() if self.dead then local new_leader = table.remove(self.followers, 1) new_leader.leader = true new_leader.previous_positions = {} new_leader.followers = self.followers new_leader.t:every(0.01, function() table.insert(new_leader.previous_positions, 1, {x = new_leader.x, y = new_leader.y, r = new_leader.r}) if #new_leader.previous_positions > 256 then new_leader.previous_positions[257] = nil end end) main.current.player = new_leader for i, follower in ipairs(self.followers) do follower.parent = new_leader follower.follower_index = i end else for i = #self.followers, 1, -1 do if self.followers[i].dead then table.remove(self.followers, i) break end end for i, follower in ipairs(self.followers) do follower.follower_index = i end end end function Player:add_follower(unit) table.insert(self.followers, unit) unit.parent = self unit.follower_index = #self.followers end function Player:shoot(r, mods) mods = mods or {} camera:spring_shake(2, r) self.hfx:use('shoot', 0.25) local dmg_m = 1 local crit = false if self.character == 'beastmaster' then crit = random:bool(10) end if self.chance_to_crit and random:bool(self.chance_to_crit) then dmg_m = ((self.assassination == 1 and 8) or (self.assassination == 2 and 10) or (self.assassination == 3 and 12) or 4); crit = true end if self.assassination and table.any(self.classes, function(v) return v == 'rogue' end) then if not crit then dmg_m = 0.5 end end if self.character == 'thief' then dmg_m = dmg_m*2 if self.level == 3 and crit then dmg_m = dmg_m*10 main.current.gold_picked_up = main.current.gold_picked_up + 1 end end if crit and mods.spawn_critters_on_crit then critter1:play{pitch = random:float(0.95, 1.05), volume = 0.5} trigger:after(0.01, function() for i = 1, mods.spawn_critters_on_crit do Critter{group = main.current.main, x = self.x, y = self.y, color = orange[0], r = random:float(0, 2*math.pi), v = 10, dmg = self.dmg, parent = self} end end) end if self.character == 'outlaw' then HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6} r = r - 2*math.pi/8 for i = 1, 5 do local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 250, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character, parent = self, level = self.level} Projectile(table.merge(t, mods or {})) r = r + math.pi/8 end elseif self.character == 'blade' then local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies) if enemies and #enemies > 0 then for _, enemy in ipairs(enemies) do local r = self:angle_to_object(enemy) HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6} local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 250, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character, parent = self, level = self.level} Projectile(table.merge(t, mods or {})) end end elseif self.character == 'sage' then HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6} local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 25, r = r, color = self.color, dmg = self.dmg, pierce = 1000, character = 'sage', parent = self, level = self.level} Projectile(table.merge(t, mods or {})) elseif self.character == 'dual_gunner' then HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r) + 4*math.cos(r - math.pi/2), y = self.y + 0.8*self.shape.w*math.sin(r) + 4*math.sin(r - math.pi/2), rs = 6} HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r) + 4*math.cos(r + math.pi/2), y = self.y + 0.8*self.shape.w*math.sin(r) + 4*math.sin(r + math.pi/2), rs = 6} local t1 = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r) + 4*math.cos(r - math.pi/2) , y = self.y + 1.6*self.shape.w*math.sin(r) + 4*math.sin(r - math.pi/2), v = 300, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character, parent = self, level = self.level} local t2 = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r) + 4*math.cos(r + math.pi/2) , y = self.y + 1.6*self.shape.w*math.sin(r) + 4*math.sin(r + math.pi/2), v = 300, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character, parent = self, level = self.level} Projectile(table.merge(t1, mods or {})) Projectile(table.merge(t2, mods or {})) self.dg_counter = self.dg_counter + 1 if self.dg_counter == 5 and self.level == 3 then self.dg_counter = 0 self.t:every(0.1, function() local random_enemy = self:get_random_object_in_shape(self.attack_sensor, main.current.enemies) if random_enemy then _G[random:table{'gun_kata1', 'gun_kata2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.35} camera:spring_shake(2, r) self.hfx:use('shoot', 0.25) local r = self:angle_to_object(random_enemy) HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r) + 4*math.cos(r - math.pi/2), y = self.y + 0.8*self.shape.w*math.sin(r) + 4*math.sin(r - math.pi/2), rs = 6} local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 300, r = r, color = self.color, dmg = self.dmg, character = self.character, parent = self, level = self.level} Projectile(table.merge(t, mods or {})) end end, 20) end else HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6} local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 250, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character, parent = self, level = self.level} Projectile(table.merge(t, mods or {})) end if self.character == 'vagrant' or self.character == 'artificer' then shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.2} elseif self.character == 'dual_gunner' then dual_gunner1:play{pitch = random:float(0.95, 1.05), volume = 0.3} dual_gunner2:play{pitch = random:float(0.95, 1.05), volume = 0.3} elseif self.character == 'archer' or self.character == 'hunter' or self.character == 'barrager' or self.character == 'corruptor' then archer1:play{pitch = random:float(0.95, 1.05), volume = 0.35} elseif self.character == 'wizard' or self.character == 'lich' or self.character == 'arcanist' then wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.15} elseif self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'spellblade' or self.character == 'jester' or self.character == 'assassin' or self.character == 'beastmaster' or self.character == 'thief' then _G[random:table{'scout1', 'scout2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.35} if self.character == 'spellblade' then wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.15} end elseif self.character == 'cannoneer' then _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} end if self.character == 'lich' then frost1:play{pitch = random:float(0.95, 1.05), volume = 0.3} end if self.character == 'arcanist' then arcane1:play{pitch = random:float(0.95, 1.05), volume = 0.3} end if self.chance_to_barrage and random:bool(self.chance_to_barrage) then self:barrage(r, 3) end end function Player:attack(area, mods) mods = mods or {} camera:shake(2, 0.5) self.hfx:use('shoot', 0.25) local t = {group = main.current.effects, x = mods.x or self.x, y = mods.y or self.y, r = self.r, w = self.area_size_m*(area or 64), color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self} Area(table.merge(t, mods)) if self.character == 'swordsman' or self.character == 'barbarian' or self.character == 'juggernaut' or self.character == 'highlander' then _G[random:table{'swordsman1', 'swordsman2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.75} elseif self.character == 'elementor' then elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5} elseif self.character == 'psychic' then psychic1:play{pitch = random:float(0.9, 1.1), volume = 0.4} elseif self.character == 'launcher' then buff1:play{pitch == random:float(0.9, 1.1), volume = 0.5} end if self.character == 'juggernaut' then elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5} end end function Player:dot_attack(area, mods) mods = mods or {} camera:shake(2, 0.5) self.hfx:use('shoot', 0.25) local t = {group = main.current.effects, x = mods.x or self.x, y = mods.y or self.y, r = self.r, rs = self.area_size_m*(area or 64), color = self.color, dmg = self.area_dmg_m*self.dmg*(self.dot_dmg_m or 1), character = self.character, level = self.level, parent = self} DotArea(table.merge(t, mods)) dot1:play{pitch = random:float(0.9, 1.1), volume = 0.5} end function Player:barrage(r, n, pierce, ricochet, shoot_5, homing) n = n or 8 for i = 1, n do self.t:after((i-1)*0.075, function() if shoot_5 then archer1:play{pitch = random:float(0.95, 1.05), volume = 0.2} else archer1:play{pitch = random:float(0.95, 1.05), volume = 0.35} end HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6} local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 250, r = r + random:float(-math.pi/16, math.pi/16), color = self.color, dmg = self.dmg, parent = self, character = 'barrage', level = self.level, pierce = pierce or 0, ricochet = ricochet or 0, shoot_5 = shoot_5, homing = homing} Projectile(table.merge(t, mods or {})) end) end end Projectile = Object:extend() Projectile:implement(GameObject) Projectile:implement(Physics) function Projectile:init(args) self:init_game_object(args) if not self.group.world then self.dead = true; return end if tostring(self.x) == tostring(0/0) or tostring(self.y) == tostring(0/0) then self.dead = true; return end self.hfx:add('hit', 1) self:set_as_rectangle(10, 4, 'dynamic', 'projectile') self.pierce = args.pierce or 0 self.chain = args.chain or 0 self.ricochet = args.ricochet or 0 self.chain_enemies_hit = {} self.infused_enemies_hit = {} if self.character == 'sage' then elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5} self.compression_dmg = self.dmg self.dmg = 0 self.pull_sensor = Circle(self.x, self.y, 64*self.parent.area_size_m) self.rs = 0 self.t:tween(0.05, self, {rs = self.shape.w/2.5}, math.cubic_in_out, function() self.spring:pull(0.15) end) self.t:after(4, function() self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self:die() if self.level == 3 then _G[random:table{'saboteur_hit1', 'saboteur_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.2} magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.075} local enemies = self:get_objects_in_shape(self.pull_sensor, main.current.enemies) for _, enemy in ipairs(enemies) do enemy:hit(3*self.compression_dmg) end end end) end) self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08) self.t:every(0.08, function() HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end) self.vr = 0 self.dvr = random:float(-math.pi/4, math.pi/4) elseif self.character == 'spellblade' then if self.level == 3 then self.v = 1.5*self.v self.pierce = 1000 self.orbit_r = 0 self.orbit_vr = 12*math.pi self.t:tween(6.25, self, {orbit_vr = 4*math.pi}, math.expo_out, function() self.t:tween(12.25, self, {orbit_vr = 0}, math.linear) end) else self.pierce = 1000 self.orbit_r = 0 self.orbit_vr = 8*math.pi self.t:tween(6.25, self, {orbit_vr = math.pi}, math.expo_out, function() self.t:tween(12.25, self, {orbit_vr = 0}, math.linear) end) end elseif self.character == 'psyker' then self.pierce = 10000 self.orbit_distance = random:float(56, 64) self.orbit_speed = random:float(2, 4)*((self.parent.orbitism == 1 and 1.25) or (self.parent.orbitism == 2 and 1.50) or (self.parent.orbitism == 3 and 1.75) or 1)*(1/self.parent.aspd_m) self.orbit_offset = random:float(0, 2*math.pi) self.dmg = self.dmg*((self.parent.psychosink == 1 and 1.4) or (self.parent.psychosink == 2 and 1.8) or (self.parent.psychosink == 3 and 2.2) or 1) elseif self.character == 'lich' then self.spring:pull(0.15) self.t:every(0.08, function() HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end) elseif self.character == 'arcanist' then self.dmg = 0.2*self.dmg self.t:every(0.08, function() HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color, r = self.r + math.pi + random:float(-math.pi/6, math.pi/6), v = random:float(10, 25), parent = self} end) self.t:every(self.parent.level == 3 and 0.54 or 0.8, function() local enemies = table.head(self:get_objects_in_shape(Circle(self.x, self.y, 128), main.current.enemies), self.level == 3 and 2 or 1) for _, enemy in ipairs(enemies) do arcane2:play{pitch = random:float(0.7, 1.3), volume = 0.15} self.hfx:use('hit', 0.5) local r = self:angle_to_object(enemy) local t = {group = main.current.main, x = self.x + 8*math.cos(r), y = self.y + 8*math.sin(r), v = 250, r = r, color = self.parent.color, dmg = self.parent.dmg, pierce = 2, character = 'arcanist_projectile', parent = self.parent, level = self.parent.level} local check_circle = Circle(t.x, t.y, 2) local objects = main.current.main:get_objects_in_shape(check_circle, {Player, Seeker, EnemyCritter, Critter, Sentry, Volcano, Saboteur, Bomb, Pet, Turret, Automaton}) if #objects == 0 then Projectile(table.merge(t, mods or {})) end end end) elseif self.character == 'witch' and self.level == 3 then self.chain = 1 elseif self.character == 'miner' then self.homing = true if self.level == 3 then self.pierce = 2 end end if self.parent.divine_machine_arrow and table.any(self.parent.classes, function(v) return v == 'ranger' end) then if random:bool((self.parent.divine_machine_arrow == 1 and 10) or (self.parent.divine_machine_arrow == 2 and 20) or (self.parent.divine_machine_arrow == 3 and 30)) then self.homing = true self.pierce = self.parent.divine_machine_arrow or 0 end end if self.homing then self.homing = false self.t:after(0.1, function() self.homing = true self.closest_sensor = Circle(self.x, self.y, 64) end) end self.distance_travelled = 0 self.distance_dmg_m = 1 if self.parent.blunt_arrow and table.any(self.parent.classes, function(v) return v == 'ranger' end) then if random:bool((self.parent.blunt_arrow == 1 and 10) or (self.parent.blunt_arrow == 2 and 20) or (self.parent.blunt_arrow == 3 and 30)) then self.knockback = 10 end end if self.parent.flying_daggers and table.any(self.parent.classes, function(v) return v == 'rogue' end) then self.chain = self.chain + ((self.parent.flying_daggers == 1 and 2) or (self.parent.flying_daggers == 2 and 3) or (self.parent.flying_daggers == 3 and 4)) end end function Projectile:update(dt) self:update_game_object(dt) if self.character == 'psyker' then if self.parent.dead then self.dead = true; self.parent = nil; return end self:set_position(self.parent.x + self.orbit_distance*math.cos(self.orbit_speed*main.current.t.time + self.orbit_offset), self.parent.y + self.orbit_distance*math.sin(self.orbit_speed*main.current.t.time + self.orbit_offset)) local dx, dy = self.x - (self.previous_x or 0), self.y - (self.previous_y or 0) self.r = Vector(dx, dy):angle() self:set_angle(self.r) self.previous_x, self.previous_y = self.x, self.y return end if self.character == 'spellblade' then self.orbit_r = self.orbit_r + self.orbit_vr*dt end if self.homing then self.closest_sensor:move_to(self.x, self.y) local target = self:get_closest_object_in_shape(self.closest_sensor, main.current.enemies) if target then self:rotate_towards_object(target, 0.1) self.r = self:get_angle() self:move_along_angle(self.v, self.r + (self.orbit_r or 0)) else self:set_angle(self.r) self:move_along_angle(self.v, self.r + (self.orbit_r or 0)) end else self:set_angle(self.r) self:move_along_angle(self.v, self.r + (self.orbit_r or 0)) end if self.character == 'sage' then self.pull_sensor:move_to(self.x, self.y) local enemies = self:get_objects_in_shape(self.pull_sensor, main.current.enemies) for _, enemy in ipairs(enemies) do enemy:apply_steering_force(math.remap(self:distance_to_object(enemy), 0, 100, 250, 50), enemy:angle_to_object(self)) end self.vr = self.vr + self.dvr*dt end --[[ if self.parent.point_blank or self.parent.longshot then self.distance_travelled = self.distance_travelled + math.length(self:get_velocity()) if self.parent.point_blank and self.parent.longshot then self.distance_dmg_m = 1 elseif self.parent.point_blank then self.distance_dmg_m = math.remap(self.distance_travelled, 0, 15000, 2, 0.75) elseif self.parent.longshot then self.distance_dmg_m = math.remap(self.distance_travelled, 0, 15000, 0.75, 2) end end ]]-- end function Projectile:draw() if self.character == 'sage' then if self.hidden then return end graphics.push(self.x, self.y, self.r + self.vr, self.spring.x, self.spring.x) graphics.circle(self.x, self.y, self.rs + random:float(-1, 1), self.color) graphics.circle(self.x, self.y, self.pull_sensor.rs, self.color_transparent) local lw = math.remap(self.pull_sensor.rs, 32, 256, 2, 4) for i = 1, 4 do graphics.arc('open', self.x, self.y, self.pull_sensor.rs, (i-1)*math.pi/2 + math.pi/4 - math.pi/8, (i-1)*math.pi/2 + math.pi/4 + math.pi/8, self.color, lw) end graphics.pop() elseif self.character == 'lich' then graphics.push(self.x, self.y, self.r, self.spring.x, self.spring.x) graphics.circle(self.x, self.y, 3 + random:float(-1, 1), self.color) graphics.pop() elseif self.character == 'arcanist' then graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x) graphics.circle(self.x, self.y, 4, self.hfx.hit.f and fg[0] or self.color) graphics.pop() elseif self.character == 'psyker' then graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x) graphics.circle(self.x, self.y, 2.5, self.hfx.hit.f and fg[0] or self.color) graphics.pop() else graphics.push(self.x, self.y, self.r + (self.orbit_r or 0)) graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 2, 2, self.color) graphics.pop() end end function Projectile:die(x, y, r, n) if self.dead then return end x = x or self.x y = y or self.y n = n or 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 HitCircle{group = main.current.effects, x = x, y = y}:scale_down() self.dead = true if self.character == 'wizard' then Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*24, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self, void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage} elseif self.character == 'blade' then Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*64, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self, void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage} elseif self.character == 'cannoneer' then Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*96, color = self.color, dmg = 2*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self, void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage} if self.level == 3 then self.parent.t:every(0.3, function() _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} Area{group = main.current.effects, x = self.x + random:float(-32, 32), y = self.y + random:float(-32, 32), r = self.r + random:float(0, 2*math.pi), w = self.parent.area_size_m*48, color = self.color, dmg = 0.5*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self, void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage} end, 7) end end end function Projectile:on_collision_enter(other, contact) local x, y = contact:getPositions() local nx, ny = contact:getNormal() local r = 0 if nx == 0 and ny == -1 then r = -math.pi/2 elseif nx == 0 and ny == 1 then r = math.pi/2 elseif nx == -1 and ny == 0 then r = math.pi else r = 0 end if other:is(Wall) then if self.character == 'archer' or self.character == 'hunter' or self.character == 'barrage' or self.character == 'barrager' or self.character == 'sentry' then if self.ricochet <= 0 then self:die(x, y, r, 0) WallArrow{group = main.current.main, x = x, y = y, r = self.r, color = self.color} else local r = Unit.bounce(self, nx, ny) self.r = r self.ricochet = self.ricochet - 1 end _G[random:table{'arrow_hit_wall1', 'arrow_hit_wall2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.2} elseif self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'spellblade' or self.character == 'jester' or self.character == 'beastmaster' or self.character == 'witch' or self.character == 'thief' then self:die(x, y, r, 0) knife_hit_wall1:play{pitch = random:float(0.9, 1.1), volume = 0.2} local r = Unit.bounce(self, nx, ny) self.parent.t:after(0.01, function() WallKnife{group = main.current.main, x = x, y = y, r = r, v = self.v*0.1, color = self.color} end) if self.character == 'spellblade' then magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.075} end elseif self.character == 'artificer_death' then if self.ricochet <= 0 then self:die(x, y, r, random:int(2, 3)) magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.075} else local r = Unit.bounce(self, nx, ny) self.r = r self.ricochet = self.ricochet - 1 end elseif self.character == 'wizard' or self.character == 'lich' or self.character == 'arcanist' or self.character == 'arcanist_projectile' or self.character == 'witch' then self:die(x, y, r, random:int(2, 3)) magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.075} elseif self.character == 'cannoneer' then self:die(x, y, r, random:int(2, 3)) cannon_hit_wall1:play{pitch = random:float(0.95, 1.05), volume = 0.1} elseif self.character == 'engineer' or self.character == 'dual_gunner' or self.character == 'miner' then self:die(x, y, r, random:int(2, 3)) _G[random:table{'turret_hit_wall1', 'turret_hit_wall2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.2} elseif self.character == 'psyker' then else self:die(x, y, r, random:int(2, 3)) proj_hit_wall1:play{pitch = random:float(0.9, 1.1), volume = 0.2} end end end function Projectile:on_trigger_enter(other, contact) if self.character == 'sage' then return end if table.any(main.current.enemies, function(v) return other:is(v) end) then if self.pierce <= 0 and self.chain <= 0 then self:die(self.x, self.y, nil, random:int(2, 3)) else if self.pierce > 0 then self.pierce = self.pierce - 1 end if self.chain > 0 then self.chain = self.chain - 1 table.insert(self.chain_enemies_hit, other) local object = self:get_random_object_in_shape(Circle(self.x, self.y, 48), main.current.enemies, self.chain_enemies_hit) if object then self.r = self:angle_to_object(object) if self.character == 'lich' then self.v = self.v*1.1 if self.level == 3 then object:slow(0.2, 2) end else self.v = self.v*1.25 end if self.level == 3 and self.character == 'scout' then self.dmg = self.dmg*1.25 end if self.parent.ultimatum then self.dmg = self.dmg*((self.parent.ultimatum == 1 and 1.1) or (self.parent.ultimatum == 2 and 1.2) or (self.parent.ultimatum == 3 and 1.3)) end end end HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1} HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} HitParticle{group = main.current.effects, x = self.x, y = self.y, color = other.color} end if self.character == 'archer' or self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'hunter' or self.character == 'spellblade' or self.character == 'engineer' or self.character == 'jester' or self.character == 'assassin' or self.character == 'barrager' or self.character == 'beastmaster' or self.character == 'witch' or self.character == 'miner' or self.character == 'thief' or self.character == 'psyker' or self.character == 'sentry' then hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35} if self.character == 'spellblade' or self.character == 'psyker' then magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.15} end elseif self.character == 'wizard' or self.character == 'lich' or self.character == 'arcanist' then magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.15} elseif self.character == 'arcanist_projectile' then magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.075} else hit3:play{pitch = random:float(0.95, 1.05), volume = 0.35} end other:hit(self.dmg*(self.distance_dmg_m or 1), self) if self.character == 'wizard' and self.level == 3 then Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*32, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character, parent = self, void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage} end if self.character == 'hunter' and random:bool(40) then trigger:after(0.01, function() if self.level == 3 then local r = self.parent:angle_to_object(other) SpawnEffect{group = main.current.effects, x = self.parent.x, y = self.parent.y, color = green[0], action = function(x, y) Pet{group = main.current.main, x = x, y = y, r = r, v = 150, parent = self.parent, conjurer_buff_m = self.conjurer_buff_m or 1} Pet{group = main.current.main, x = x + 12*math.cos(r + math.pi/2), y = y + 12*math.sin(r + math.pi/2), r = r, v = 150, parent = self.parent, conjurer_buff_m = self.conjurer_buff_m or 1} Pet{group = main.current.main, x = x + 12*math.cos(r - math.pi/2), y = y + 12*math.sin(r - math.pi/2), r = r, v = 150, parent = self.parent, conjurer_buff_m = self.conjurer_buff_m or 1} end} else SpawnEffect{group = main.current.effects, x = self.parent.x, y = self.parent.y, color = orange[0], action = function(x, y) Pet{group = main.current.main, x = x, y = y, r = self.parent:angle_to_object(other), v = 150, parent = self.parent, conjurer_buff_m = self.conjurer_buff_m or 1} end} end end) end if self.character == 'assassin' then other:apply_dot((self.crit and 4*self.dmg or self.dmg/2)*(self.dot_dmg_m or 1)*(main.current.chronomancer_dot or 1), 3) end if self.parent and self.parent.chain_infused then local units = self.parent:get_all_units() local stormweaver_level = 0 for _, unit in ipairs(units) do if unit.character == 'stormweaver' then stormweaver_level = unit.level break end end local src = other for i = 1, 2 + (stormweaver_level == 3 and 2 or 0) do _G[random:table{'spark1', 'spark2', 'spark3'}]:play{pitch = random:float(0.9, 1.1), volume = 0.3} table.insert(self.infused_enemies_hit, src) local dst = src:get_random_object_in_shape(Circle(src.x, src.y, (stormweaver_level == 3 and 128 or 64)), main.current.enemies, self.infused_enemies_hit) if dst then dst:hit(0.2*self.dmg*(self.distance_dmg_m or 1)) LightningLine{group = main.current.effects, src = src, dst = dst} src = dst end end end if self.parent and self.parent.lightning_strike then if random:bool((self.parent.lightning_strike == 1 and 5) or (self.parent.lightning_strike == 2 and 10) or (self.parent.lightning_strike == 3 and 15)) then local src = other for j = 1, 3 do main.current.t:after((j-1)*0.1, function() if not self.parent then return end _G[random:table{'spark1', 'spark2', 'spark3'}]:play{pitch = random:float(0.9, 1.1), volume = 0.3} for i = 1, 3 do table.insert(self.infused_enemies_hit, src) local dst = src:get_random_object_in_shape(Circle(src.x, src.y, 64), main.current.enemies, self.infused_enemies_hit) if dst then dst:hit(0.33*((self.parent.lightning_strike == 1 and 0.6) or (self.parent.lightning_strike == 2 and 0.8) or (self.parent.lightning_strike == 3 and 1))*self.dmg*(self.distance_dmg_m or 1)) LightningLine{group = main.current.effects, src = src, dst = dst} src = dst end end end) end end end if self.crit then camera:shake(5, 0.25) rogue_crit1:play{pitch = random:float(0.95, 1.05), volume = 0.5} rogue_crit2:play{pitch = random:float(0.95, 1.05), volume = 0.15} for i = 1, 3 do HitParticle{group = main.current.effects, x = other.x, y = other.y, color = self.color, v = random:float(100, 400)} end for i = 1, 3 do HitParticle{group = main.current.effects, x = other.x, y = other.y, color = other.color, v = random:float(100, 400)} end HitCircle{group = main.current.effects, x = other.x, y = other.y, rs = 12, color = fg[0], duration = 0.3}:scale_down():change_color(0.5, self.color) end if self.knockback then other:push(self.knockback*(self.knockback_m or 1), self.r) end if self.parent and self.parent.explosive_arrow and table.any(self.parent.classes, function(v) return v == 'ranger' end) then if random:bool((self.parent.explosive_arrow == 1 and 10) or (self.parent.explosive_arrow == 2 and 20) or (self.parent.explosive_arrow == 3 and 30)) then _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} Area{group = main.current.effects, x = self.x, y = self.y, r = self.r + random:float(0, 2*math.pi), w = self.parent.area_size_m*32, color = self.color, dmg = ((self.parent.explosive_arrow == 1 and 0.1) or (self.parent.explosive_arrow == 2 and 0.2) or (self.parent.explosive_arrow == 3 and 0.3))*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self, void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage} end end if self.parent and self.parent.void_rift and table.any(self.parent.classes, function(v) return v == 'mage' or v == 'nuker' or v == 'voider' end) then if random:bool(20) then DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.parent.area_size_m*24, color = self.color, dmg = self.parent.area_dmg_m*self.dmg*(self.parent.dot_dmg_m or 1), void_rift = true, duration = 1} end end end end Area = Object:extend() Area:implement(GameObject) function Area:init(args) self:init_game_object(args) self.shape = Rectangle(self.x, self.y, 1.5*self.w, 1.5*self.w, self.r) local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies) for _, enemy in ipairs(enemies) do local resonance_dmg = 0 local resonance_m = (self.parent.resonance == 1 and 0.03) or (self.parent.resonance == 2 and 0.05) or (self.parent.resonance == 3 and 0.07) or 0 if self.character == 'elementor' then if self.parent.resonance then resonance_dmg = 2*self.dmg*resonance_m*#enemies end enemy:hit(2*self.dmg + resonance_dmg, self) if self.level == 3 then enemy:slow(0.4, 6) end elseif self.character == 'swordsman' then if self.parent.resonance then resonance_dmg = (self.dmg + self.dmg*0.15*#enemies)*resonance_m*#enemies end enemy:hit(self.dmg + self.dmg*0.15*#enemies + resonance_dmg, self) elseif self.character == 'blade' and self.level == 3 then if self.parent.resonance then resonance_dmg = (self.dmg + self.dmg*0.33*#enemies)*resonance_m*#enemies end enemy:hit(self.dmg + self.dmg*0.33*#enemies + resonance_dmg, self) elseif self.character == 'highlander' then if self.parent.resonance then resonance_dmg = 6*self.dmg*resonance_m*#enemies end enemy:hit(6*self.dmg + resonance_dmg, self) elseif self.character == 'launcher' then if self.parent.resonance then resonance_dmg = (self.level == 3 and 6*self.dmg*0.05*#enemies or 2*self.dmg*0.05*#enemies) end enemy:curse('launcher', 4*(self.hex_duration_m or 1), (self.level == 3 and 6*self.dmg or 2*self.dmg) + resonance_dmg, self.parent) elseif self.character == 'freezing_field' then enemy:slow(0.5, 2) else if self.parent.resonance then resonance_dmg = self.dmg*resonance_m*#enemies end enemy:hit(self.dmg + resonance_dmg, self) end HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1} for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end if self.character == 'wizard' or self.character == 'magician' or self.character == 'elementor' or self.character == 'psychic' then magic_hit1:play{pitch = random:float(0.95, 1.05), volume = 0.5} elseif self.character == 'swordsman' or self.character == 'barbarian' or self.character == 'juggernaut' or self.character == 'highlander' then hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35} elseif self.character == 'blade' then blade_hit1:play{pitch = random:float(0.9, 1.1), volume = 0.35} hit2:play{pitch = random:float(0.95, 1.05), volume = 0.2} elseif self.character == 'saboteur' or self.character == 'pyromancer' or self.character == 'bomber' then if self.character == 'pyromancer' then pyro2:play{pitch = random:float(0.95, 1.05), volume = 0.4} end _G[random:table{'saboteur_hit1', 'saboteur_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.2} elseif self.character == 'cannoneer' then _G[random:table{'saboteur_hit1', 'saboteur_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.075} end if self.stun then enemy:slow(0.1, self.stun) enemy.barbarian_stunned = true enemy.t:after(self.stun, function() enemy.barbarian_stunned = false end) end if self.juggernaut_push then local r = self.parent:angle_to_object(enemy) enemy:push(random:float(75, 100)*(self.knockback_m or 1), r) enemy.juggernaut_push = 3*self.dmg end end if self.parent:is(Projectile) then local p = self.parent.parent if p.void_rift and table.any(p.classes, function(v) return v == 'mage' or v == 'nuker' or v == 'voider' end) then if random:bool(20) then DotArea{group = main.current.effects, x = self.x, y = self.y, rs = p.area_size_m*24, color = self.color, dmg = p.area_dmg_m*self.dmg*(p.dot_dmg_m or 1), void_rift = true, duration = 1, parent = p} end end if p.echo_barrage and not self.echo_barrage_area then if random:bool((p.echo_barrage == 1 and 10) or (p.echo_barrage == 2 and 20) or (p.echo_barrage == 3 and 30)) then p.t:every(0.3, function() _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} Area{group = main.current.effects, x = self.x + random:float(-32, 32), y = self.y + random:float(-32, 32), r = self.r + random:float(0, 2*math.pi), w = p.area_size_m*48, color = p.color, dmg = 0.5*p.area_dmg_m*self.dmg, character = self.character, level = p.level, parent = p, echo_barrage_area = true} end, p.echo_barrage) end end else if self.parent.void_rift and table.any(self.parent.classes, function(v) return v == 'mage' or v == 'nuker' or v == 'voider' end) then if random:bool(20) then DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.parent.area_size_m*24, color = self.color, dmg = self.parent.area_dmg_m*self.dmg*(self.parent.dot_dmg_m or 1), void_rift = true, duration = 1, parent = self.parent} end end if self.parent.echo_barrage and not self.echo_barrage_area then if random:bool((self.parent.echo_barrage == 1 and 10) or (self.parent.echo_barrage == 2 and 20) or (self.parent.echo_barrage == 3 and 30)) then self.parent.t:every(0.3, function() _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} Area{group = main.current.effects, x = self.x + random:float(-32, 32), y = self.y + random:float(-32, 32), r = self.r + random:float(0, 2*math.pi), w = self.parent.area_size_m*48, color = self.parent.color, dmg = 0.5*self.parent.area_dmg_m*(self.dmg or self.parent.dmg), character = self.character, level = self.parent.level, parent = self.parent, echo_barrage_area = true} end, self.parent.echo_barrage) end end end self.color = fg[0] self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08) self.w = 0 self.hidden = false self.t:tween(0.05, self, {w = args.w}, math.cubic_in_out, function() self.spring:pull(0.15) end) self.t:after(0.2, function() self.color = args.color self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end) end) end function Area:update(dt) self:update_game_object(dt) end function Area:draw() if self.hidden then return end graphics.push(self.x, self.y, self.r, self.spring.x, self.spring.x) local w = self.w/2 local w10 = self.w/10 local x1, y1 = self.x - w, self.y - w local x2, y2 = self.x + w, self.y + w local lw = math.remap(w, 32, 256, 2, 4) graphics.polyline(self.color, lw, x1, y1 + w10, x1, y1, x1 + w10, y1) graphics.polyline(self.color, lw, x2 - w10, y1, x2, y1, x2, y1 + w10) graphics.polyline(self.color, lw, x2 - w10, y2, x2, y2, x2, y2 - w10) graphics.polyline(self.color, lw, x1, y2 - w10, x1, y2, x1 + w10, y2) graphics.rectangle((x1+x2)/2, (y1+y2)/2, x2-x1, y2-y1, nil, nil, self.color_transparent) graphics.pop() end DotArea = Object:extend() DotArea:implement(GameObject) DotArea:implement(Physics) function DotArea:init(args) self:init_game_object(args) self.shape = Circle(self.x, self.y, self.rs) self.closest_sensor = Circle(self.x, self.y, 128) if self.character == 'plague_doctor' or self.character == 'pyromancer' or self.character == 'witch' or self.character == 'burning_field' then self.t:every(0.2, function() local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies) if #enemies > 0 then self.spring:pull(0.05, 200, 10) end for _, enemy in ipairs(enemies) do hit2:play{pitch = random:float(0.8, 1.2), volume = 0.2} if self.character == 'pyromancer' then pyro1:play{pitch = random:float(1.5, 1.8), volume = 0.1} if self.level == 3 then enemy.pyrod = self end end enemy:hit((self.dot_dmg_m or 1)*self.dmg/5, self, true) HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1} for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end end end, nil, nil, 'dot') elseif self.character == 'cryomancer' then self.t:every(1, function() local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies) if #enemies > 0 then self.spring:pull(0.15, 200, 10) frost1:play{pitch = random:float(0.8, 1.2), volume = 0.4} end for _, enemy in ipairs(enemies) do if self.level == 3 then enemy:slow(0.4, 4) end enemy:hit((self.dot_dmg_m or 1)*2*self.dmg, self, true) HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1} for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end end end, nil, nil, 'dot') --[[ elseif self.character == 'bane' then if self.level == 3 then self.t:every(0.5, function() local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies) if #enemies > 0 then self.spring:pull(0.05, 200, 10) buff1:play{pitch = random:float(0.8, 1.2), volume = 0.1} end for _, enemy in ipairs(enemies) do enemy:curse('bane', 0.5*(self.hex_duration_m or 1), self.level == 3, self) if self.level == 3 then enemy:slow(0.5, 0.5) enemy:hit((self.dot_dmg_m or 1)*self.dmg/2) HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1} for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end end end end, nil, nil, 'dot') end ]]-- elseif self.void_rift then self.t:every(0.2, function() local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies) if #enemies > 0 then self.spring:pull(0.05, 200, 10) end for _, enemy in ipairs(enemies) do hit2:play{pitch = random:float(0.8, 1.2), volume = 0.2} enemy:hit((self.dot_dmg_m or 1)*self.dmg/5, self, true) HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1} for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end end end, nil, nil, 'dot') end if self.character == 'witch' then self.v = random:float(40, 80) self.r = random:table{math.pi/4, 3*math.pi/4, -math.pi/4, -3*math.pi/4} if self.level == 3 then self.t:every(1, function() local enemies = main.current.main:get_objects_in_shape(self.closest_sensor, main.current.enemies) if enemies and #enemies > 0 then local r = self:angle_to_object(enemies[1]) HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6} local t = {group = main.current.main, x = self.x, y = self.y, v = 250, r = r, color = self.parent.color, dmg = self.parent.dmg, character = 'witch', parent = self.parent, level = self.parent.level} Projectile(table.merge(t, mods or {})) _G[random:table{'scout1', 'scout2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.35} wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.15} end end) end end self.color = fg[0] self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08) self.rs = 0 self.hidden = false self.t:tween(0.05, self, {rs = args.rs}, math.cubic_in_out, function() self.spring:pull(0.15) end) self.t:after(0.2, function() self.color = args.color end) if self.duration and self.duration > 0.5 then self.t:after(self.duration - 0.35, function() self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end) end) end self.vr = 0 self.dvr = random:float(-math.pi/4, math.pi/4) if self.void_rift then self.dvr = random:table{random:float(-4*math.pi, -2*math.pi), random:float(2*math.pi, 4*math.pi)} end end function DotArea:update(dt) self:update_game_object(dt) self.t:set_every_multiplier('dot', (main.current.chronomancer_dot or 1)) self.vr = self.vr + self.dvr*dt if self.parent then if (self.character == 'plague_doctor' and self.level == 3 and not self.plague_doctor_unmovable) or self.character == 'cryomancer' or self.character == 'pyromancer' then self.x, self.y = self.parent.x, self.parent.y self.shape:move_to(self.x, self.y) end end if self.character == 'witch' then self.x, self.y = self.x + self.v*math.cos(self.r)*dt, self.y + self.v*math.sin(self.r)*dt if self.x >= main.current.x2 - self.shape.rs/2 or self.x <= main.current.x1 + self.shape.rs/2 then self.r = math.pi - self.r end if self.y >= main.current.y2 - self.shape.rs/2 or self.y <= main.current.y1 + self.shape.rs/2 then self.r = 2*math.pi - self.r end self.shape:move_to(self.x, self.y) end end function DotArea:draw() if self.hidden then return end graphics.push(self.x, self.y, self.r + self.vr, self.spring.x, self.spring.x) -- graphics.circle(self.x, self.y, self.shape.rs + random:float(-1, 1), self.color, 2) graphics.circle(self.x, self.y, self.shape.rs, self.color_transparent) local lw = math.remap(self.shape.rs, 32, 256, 2, 4) for i = 1, 4 do graphics.arc('open', self.x, self.y, self.shape.rs, (i-1)*math.pi/2 + math.pi/4 - math.pi/8, (i-1)*math.pi/2 + math.pi/4 + math.pi/8, self.color, lw) end graphics.pop() end function DotArea:scale(v) self.shape = Circle(self.x, self.y, (v or 1)*self.rs) end ForceArea = Object:extend() ForceArea:implement(GameObject) ForceArea:implement(Physics) function ForceArea:init(args) self:init_game_object(args) self.shape = Circle(self.x, self.y, self.rs) self.color = fg[0] self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08) self.rs = 0 self.hidden = false self.t:tween(0.05, self, {rs = args.rs}, math.cubic_in_out, function() self.spring:pull(0.15) end) self.t:after(0.2, function() self.color = args.color end) self.vr = 0 self.dvr = random:table{random:float(-6*math.pi, -4*math.pi), random:float(4*math.pi, 6*math.pi)} if self.character == 'psykino' then elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5} self.t:tween(2, self, {dvr = 0}, math.linear) self.t:during(2, function() local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies) local t = self.t:get_during_elapsed_time('psykino') for _, enemy in ipairs(enemies) do enemy:apply_steering_force(600*(1-t), enemy:angle_to_point(self.x, self.y)) end end, nil, 'psykino') self.t:after(2 - 0.35, function() self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end) if self.level == 3 then elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5} 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 or 1), self:angle_to_object(enemy)) end end end) elseif self.character == 'gravity_field' then elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.4} self.t:tween(1, self, {dvr = 0}, math.linear) self.t:during(1, function() local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies) local t = self.t:get_during_elapsed_time('gravity_field') for _, enemy in ipairs(enemies) do enemy:apply_steering_force(400*(1-t), enemy:angle_to_point(self.x, self.y)) end end, nil, 'gravity_field') self.t:after(1 - 0.35, function() self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end) end) end end function ForceArea:update(dt) self:update_game_object(dt) self.vr = self.vr + self.dvr*dt end function ForceArea:draw() if self.hidden then return end graphics.push(self.x, self.y, self.r + self.vr, self.spring.x, self.spring.x) graphics.circle(self.x, self.y, self.shape.rs, self.color_transparent) local lw = math.remap(self.shape.rs, 32, 256, 2, 4) for i = 1, 4 do graphics.arc('open', self.x, self.y, self.shape.rs, (i-1)*math.pi/2 + math.pi/4 - math.pi/8, (i-1)*math.pi/2 + math.pi/4 + math.pi/8, self.color, lw) end graphics.pop() end Tree = Object:extend() Tree:implement(GameObject) Tree:implement(Physics) function Tree:init(args) self:init_game_object(args) self:set_as_rectangle(9, 9, 'static', 'player') self:set_restitution(0.5) self.hfx:add('hit', 1) self.color = orange[0] self.heal_sensor = Circle(self.x, self.y, 48) self.vr = 0 self.dvr = random:float(-math.pi/4, math.pi/4) buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.color = fg[0] self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08) self.rs = 0 self.hidden = false self.t:tween(0.05, self, {rs = args.rs}, math.cubic_in_out, function() self.spring:pull(0.15) end) self.t:after(0.2, function() self.color = args.color end) self.t:every(self.parent.level == 3 and 3 or 6, function() self.hfx:use('hit', 0.2) HealingOrb{group = main.current.main, x = self.x, y = self.y} if self.parent.taunt and random:bool((self.parent.taunt == 1 and 10) or (self.parent.taunt == 2 and 20) or (self.parent.taunt == 3 and 30)) then local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 96), main.current.enemies) if #enemies > 0 then for _, enemy in ipairs(enemies) do enemy.taunted = self enemy.t:after(4, function() enemy.taunted = false end, 'taunt') end end end if self.parent.rearm then self.t:after(0.25, function() self.hfx:use('hit', 0.2) HealingOrb{group = main.current.main, x = self.x, y = self.y} if self.parent.taunt and random:bool((self.parent.taunt == 1 and 10) or (self.parent.taunt == 2 and 20) or (self.parent.taunt == 3 and 30)) then local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 96), main.current.enemies) if #enemies > 0 then for _, enemy in ipairs(enemies) do enemy.taunted = self enemy.t:after(4, function() enemy.taunted = false end, 'taunt') end end end end) end end) --[[ self.t:cooldown(3.33/(self.level == 3 and 2 or 1), function() return #self:get_objects_in_shape(self.heal_sensor, {Player}) > 0 end, function() local n = n or random:int(3, 4) for i = 1, n do HitParticle{group = main.current.effects, x = self.x, y = self.y, r = random:float(0, 2*math.pi), color = self.color} end heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5} local units = self:get_objects_in_shape(self.heal_sensor, {Player}) if self.level == 3 then local unit_1 = random:table_remove(units) local unit_2 = random:table_remove(units) if unit_1 then unit_1:heal(0.2*unit_1.max_hp*(self.heal_effect_m or 1)) LightningLine{group = main.current.effects, src = self, dst = unit_1, color = green[0]} end if unit_2 then unit_2:heal(0.2*unit_2.max_hp*(self.heal_effect_m or 1)) LightningLine{group = main.current.effects, src = self, dst = unit_2, color = green[0]} end HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1} if self.parent.rearm then self.t:after(1, function() heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5} local unit_1 = random:table_remove(units) local unit_2 = random:table_remove(units) if unit_1 then unit_1:heal(0.2*unit_1.max_hp*(self.heal_effect_m or 1)) LightningLine{group = main.current.effects, src = self, dst = unit_1, color = green[0]} end if unit_2 then unit_2:heal(0.2*unit_2.max_hp*(self.heal_effect_m or 1)) LightningLine{group = main.current.effects, src = self, dst = unit_2, color = green[0]} end HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1} end) end if self.parent.taunt and random:bool((self.parent.taunt == 1 and 10) or (self.parent.taunt == 2 and 20) or (self.parent.taunt == 3 and 30)) then local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 96), main.current.enemies) if #enemies > 0 then for _, enemy in ipairs(enemies) do enemy.taunted = self enemy.t:after(4, function() enemy.taunted = false end, 'taunt') end end end else local unit = random:table(units) unit:heal(0.2*unit.max_hp*(self.heal_effect_m or 1)) HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1} LightningLine{group = main.current.effects, src = self, dst = unit, color = green[0]} if self.parent.rearm then self.t:after(1, function() heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5} local unit = random:table(units) unit:heal(0.2*unit.max_hp*(self.heal_effect_m or 1)) HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1} LightningLine{group = main.current.effects, src = self, dst = unit, color = green[0]} end) end if self.parent.taunt and random:bool((self.parent.taunt == 1 and 10) or (self.parent.taunt == 2 and 20) or (self.parent.taunt == 3 and 30)) then local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 96), main.current.enemies) if #enemies > 0 then for _, enemy in ipairs(enemies) do enemy.taunted = self enemy.t:after(4, function() enemy.taunted = false end, 'taunt') end end end end end) ]]-- self.t:after(12*(self.parent.conjurer_buff_m or 1), function() self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true if self.parent.construct_instability then camera:shake(2, 0.5) local n = (self.parent.construct_instability == 1 and 1) or (self.parent.construct_instability == 2 and 1.5) or (self.parent.construct_instability == 3 and 2) or 1 Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*48, color = self.color, dmg = n*self.parent.dmg*self.parent.area_dmg_m, parent = self.parent} _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} end end) end) end function Tree:update(dt) self:update_game_object(dt) self.vr = self.vr + self.dvr*dt end function Tree:draw() if self.hidden then return end graphics.push(self.x, self.y, math.pi/4, self.spring.x, self.spring.x) graphics.rectangle(self.x, self.y, 1.5*self.shape.w, 4, 2, 2, self.hfx.hit.f and fg[0] or self.color) graphics.rectangle(self.x, self.y, 4, 1.5*self.shape.h, 2, 2, self.hfx.hit.f and fg[0] or self.color) graphics.pop() graphics.push(self.x, self.y, self.r + self.vr, self.spring.x, self.spring.x) -- graphics.circle(self.x, self.y, self.shape.rs + random:float(-1, 1), self.color, 2) graphics.circle(self.x, self.y, self.heal_sensor.rs, self.color_transparent) local lw = math.remap(self.heal_sensor.rs, 32, 256, 2, 4) for i = 1, 4 do graphics.arc('open', self.x, self.y, self.heal_sensor.rs, (i-1)*math.pi/2 + math.pi/4 - math.pi/8, (i-1)*math.pi/2 + math.pi/4 + math.pi/8, self.color, lw) end graphics.pop() end ForceField = Object:extend() ForceField:implement(GameObject) ForceField:implement(Physics) function ForceField:init(args) self:init_game_object(args) self:set_as_circle((self.parent and self.parent.magnify and (self.parent.magnify == 1 and 14) or (self.parent.magnify == 2 and 17) or (self.parent.magnify == 3 and 20)) or 12, 'static', 'force_field') self.hfx:add('hit', 1) self.color = fg[0] self.color_transparent = Color(yellow[0].r, yellow[0].g, yellow[0].b, 0.08) self.rs = 0 self.hidden = false self.t:tween(0.05, self, {rs = args.rs}, math.cubic_in_out, function() self.spring:pull(0.15) end) self.t:after(0.2, function() self.color = yellow[0] end) self.t:after(6, function() self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end) dot1:play{pitch = random:float(0.95, 1.05), volume = 0.5} end) end function ForceField:update(dt) self:update_game_object(dt) if not self.parent then self.dead = true; return end if self.parent and self.parent.dead then self.dead = true; return end self:set_position(self.parent.x, self.parent.y) end function ForceField:draw() if self.hidden then return end graphics.push(self.x, self.y, 0, self.spring.x*self.hfx.hit.x, self.spring.x*self.hfx.hit.x) graphics.circle(self.x, self.y, self.shape.rs, self.hfx.hit.f and fg[0] or self.color, 2) graphics.circle(self.x, self.y, self.shape.rs, self.hfx.hit.f and fg_transparent[0] or self.color_transparent) graphics.pop() end function ForceField:on_collision_enter(other, contact) local x, y = contact:getPositions() if table.any(main.current.enemies, function(v) return other:is(v) end) then other:push(random:float(15, 20)*(self.parent.knockback_m or 1), self.parent:angle_to_object(other)) other:hit(0) HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1} for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = other.color} end self.hfx:use('hit', 0.2) dot1:play{pitch = random:float(0.95, 1.05), volume = 0.3} end end Volcano = Object:extend() Volcano:implement(GameObject) Volcano:implement(Physics) function Volcano:init(args) self:init_game_object(args) if not self.group.world then self.dead = true; return end if tostring(self.x) == tostring(0/0) or tostring(self.y) == tostring(0/0) then self.dead = true; return end self:set_as_rectangle(9, 9, 'static', 'player') self:set_restitution(0.5) self.hfx:add('hit', 1) self.color = orange[0] self.attack_sensor = Circle(self.x, self.y, 256) self.vr = 0 self.dvr = random:float(-math.pi/4, math.pi/4) self.color = fg[0] self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08) self.rs = 0 self.hidden = false self.t:tween(0.05, self, {rs = args.rs}, math.cubic_in_out, function() self.spring:pull(0.15) end) self.t:after(0.2, function() self.color = args.color end) camera:shake(6, 1) earth1:play{pitch = random:float(0.95, 1.05), volume = 0.5} fire1:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.t:every(self.level == 3 and 0.5 or 1, function() camera:shake(4, 0.5) _G[random:table{'earth1', 'earth2', 'earth3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.25} _G[random:table{'fire1', 'fire2', 'fire3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.25} Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*72, r = random:float(0, 2*math.pi), color = self.color, dmg = (self.parent.area_dmg_m or 1)*self.parent.dmg, character = self.parent.character, level = self.parent.level, parent = self, void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage} end, self.level == 3 and 8 or 4) self.t:after(4, function() self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end) end) end function Volcano:update(dt) self:update_game_object(dt) if self.dvr then self.vr = self.vr + self.dvr*dt end end function Volcano:draw() if self.hidden then return end if not self.hfx.hit then return end graphics.push(self.x, self.y, -math.pi/2, self.spring.x, self.spring.x) graphics.triangle_equilateral(self.x, self.y, 1.5*self.shape.w, self.hfx.hit.f and fg[0] or self.color, 3) graphics.pop() graphics.push(self.x, self.y, self.r + (self.vr or 0), self.spring.x, self.spring.x) -- graphics.circle(self.x, self.y, self.shape.rs + random:float(-1, 1), self.color, 2) graphics.circle(self.x, self.y, 24, self.color_transparent) local lw = 2 for i = 1, 4 do graphics.arc('open', self.x, self.y, 24, (i-1)*math.pi/2 + math.pi/4 - math.pi/8, (i-1)*math.pi/2 + math.pi/4 + math.pi/8, self.color, lw) end graphics.pop() end Sentry = Object:extend() Sentry:implement(GameObject) Sentry:implement(Physics) function Sentry:init(args) self:init_game_object(args) self:set_as_rectangle(6, 6, 'static', 'player') self:set_restitution(0.5) self.hfx:add('hit', 1) self.t:after(15*(self.parent.conjurer_buff_m or 1), function() local n = n or random:int(3, 4) for i = 1, n do HitParticle{group = main.current.effects, x = self.x, y = self.y, r = random:float(0, 2*math.pi), color = self.color} end HitCircle{group = main.current.effects, x = self.x, y = self.y}:scale_down() self.dead = true if self.parent.construct_instability then camera:shake(2, 0.5) local n = (self.parent.construct_instability == 1 and 1) or (self.parent.construct_instability == 2 and 1.5) or (self.parent.construct_instability == 3 and 2) or 1 Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*48, color = self.color, dmg = n*self.parent.dmg*self.parent.area_dmg_m, parent = self.parent} _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} end end) self.t:every({2.75, 3.5}, function() self.hfx:use('hit', 0.25, 200, 10) local r = self.r local n = random:bool((main.current.ranger_level == 2 and 16) or (main.current.ranger_level == 1 and 8) or 0) and 4 or 1 for j = 1, n do self.t:after((j-1)*0.1, function() for i = 1, 4 do archer1:play{pitch = random:float(0.95, 1.05), volume = 0.35} HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6} local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 200, r = r, color = self.color, dmg = self.parent.dmg*(self.parent.conjurer_buff_m or 1), character = 'sentry', parent = self.parent, ricochet = self.parent.level == 3 and 2 or 0} Projectile(table.merge(t, mods or {})) r = r + math.pi/2 end end) end if self.parent.taunt and random:bool((self.parent.taunt == 1 and 10) or (self.parent.taunt == 2 and 20) or (self.parent.taunt == 3 and 30)) then local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 96), main.current.enemies) if #enemies > 0 then for _, enemy in ipairs(enemies) do enemy.taunted = self enemy.t:after(4, function() enemy.taunted = false end, 'taunt') end end end if self.parent.rearm then self.t:after(0.25, function() self.hfx:use('hit', 0.25, 200, 10) local r = self.r for i = 1, 4 do archer1:play{pitch = random:float(0.95, 1.05), volume = 0.35} HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6} local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 200, r = r, color = self.color, dmg = self.parent.dmg*(self.parent.conjurer_buff_m or 1), character = 'sentry', parent = self.parent, ricochet = self.parent.level == 3 and 2 or 0} Projectile(table.merge(t, mods or {})) r = r + math.pi/2 end if self.parent.taunt and random:bool((self.parent.taunt == 1 and 10) or (self.parent.taunt == 2 and 20) or (self.parent.taunt == 3 and 30)) then local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 96), main.current.enemies) if #enemies > 0 then for _, enemy in ipairs(enemies) do enemy.taunted = self enemy.t:after(4, function() enemy.taunted = false end, 'taunt') end end end end) end end, nil, nil, 'attack') end function Sentry:update(dt) self:update_game_object(dt) self.r = self.r + math.pi*dt self:set_angle(self.r) self.t:set_every_multiplier('attack', self.parent.level == 3 and 0.75 or 1) end function Sentry:draw() if self.hidden then return end graphics.push(self.x, self.y, self.r, self.spring.x, self.spring.x) graphics.rectangle(self.x, self.y, 2*self.shape.w, 4, 2, 2, self.hfx.hit.f and fg[0] or self.color) graphics.rectangle(self.x, self.y, 4, 2*self.shape.h, 2, 2, self.hfx.hit.f and fg[0] or self.color) graphics.pop() end Turret = Object:extend() Turret:implement(GameObject) Turret:implement(Physics) function Turret:init(args) self:init_game_object(args) self:set_as_rectangle(14, 6, 'static', 'player') self:set_restitution(0.5) self.hfx:add('hit', 1) self.color = orange[0] self.attack_sensor = Circle(self.x, self.y, 256) turret_deploy:play{pitch = 1.2, volume = 0.2} self.t:every({2.75, 3.5}, function() self.t:every({0.1, 0.2}, function() self.hfx:use('hit', 0.25, 200, 10) HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(self.r), y = self.y + 0.8*self.shape.w*math.sin(self.r), rs = 6} local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(self.r), y = self.y + 1.6*self.shape.w*math.sin(self.r), v = 200, r = self.r, color = self.color, dmg = self.parent.dmg*(self.parent.conjurer_buff_m or 1)*self.upgrade_dmg_m, character = self.parent.character, parent = self.parent} Projectile(table.merge(t, mods or {})) turret1:play{pitch = random:float(0.95, 1.05), volume = 0.35} turret2:play{pitch = random:float(0.95, 1.05), volume = 0.35} end, 3) if self.parent.taunt and random:bool((self.parent.taunt == 1 and 10) or (self.parent.taunt == 2 and 20) or (self.parent.taunt == 3 and 30)) then local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 96), main.current.enemies) if #enemies > 0 then for _, enemy in ipairs(enemies) do enemy.taunted = self enemy.t:after(4, function() enemy.taunted = false end, 'taunt') end end end if self.parent.rearm then self.t:after(1, function() self.t:every({0.1, 0.2}, function() self.hfx:use('hit', 0.25, 200, 10) HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(self.r), y = self.y + 0.8*self.shape.w*math.sin(self.r), rs = 6} local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(self.r), y = self.y + 1.6*self.shape.w*math.sin(self.r), v = 200, r = self.r, color = self.color, dmg = self.parent.dmg*(self.parent.conjurer_buff_m or 1)*self.upgrade_dmg_m, character = self.parent.character, parent = self.parent} Projectile(table.merge(t, mods or {})) turret1:play{pitch = random:float(0.95, 1.05), volume = 0.35} turret2:play{pitch = random:float(0.95, 1.05), volume = 0.35} end, 3) if self.parent.taunt and random:bool((self.parent.taunt == 1 and 10) or (self.parent.taunt == 2 and 20) or (self.parent.taunt == 3 and 30)) then local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 96), main.current.enemies) if #enemies > 0 then for _, enemy in ipairs(enemies) do enemy.taunted = self enemy.t:after(4, function() enemy.taunted = false end, 'taunt') end end end end) end end, nil, nil, 'shoot') self.t:after(24*(self.parent.conjurer_buff_m or 1), function() local n = n or random:int(3, 4) for i = 1, n do HitParticle{group = main.current.effects, x = self.x, y = self.y, r = random:float(0, 2*math.pi), color = self.color} end HitCircle{group = main.current.effects, x = self.x, y = self.y}:scale_down() self.dead = true if self.parent.construct_instability then camera:shake(2, 0.5) local n = (self.parent.construct_instability == 1 and 1) or (self.parent.construct_instability == 2 and 1.5) or (self.parent.construct_instability == 3 and 2) or 1 Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*48, color = self.color, dmg = n*self.parent.dmg*self.parent.area_dmg_m, parent = self.parent} _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} end end) self.upgrade_dmg_m = 1 self.upgrade_aspd_m = 1 end function Turret:update(dt) self:update_game_object(dt) self.t:set_every_multiplier('shoot', 1/self.upgrade_aspd_m) local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then self:rotate_towards_object(closest_enemy, 0.2) self.r = self:get_angle() end end function Turret:draw() graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x) graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, self.hfx.hit.f and fg[0] or self.color) graphics.pop() end function Turret:upgrade() self.upgrade_dmg_m = self.upgrade_dmg_m + 0.5 self.upgrade_aspd_m = self.upgrade_aspd_m + 0.5 for i = 1, 6 do HitParticle{group = main.current.effects, x = self.x, y = self.y, r = random:float(0, 2*math.pi), color = self.color} end HitCircle{group = main.current.effects, x = self.x, y = self.y}:scale_down() end Pet = Object:extend() Pet:implement(GameObject) Pet:implement(Physics) function Pet:init(args) self:init_game_object(args) if tostring(self.x) == tostring(0/0) or tostring(self.y) == tostring(0/0) then self.dead = true; return end self:set_as_rectangle(8, 8, 'dynamic', 'projectile') self:set_restitution(0.5) self.hfx:add('hit', 1) self.color = character_colors.hunter self.pierce = 6 pet1:play{pitch = random:float(0.95, 1.05), volume = 0.35} self.ricochet = 1 end function Pet:update(dt) self:update_game_object(dt) self:set_angle(self.r) self:move_along_angle(self.v, self.r) end function Pet:draw() if not self.hfx.hit then return end graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x) graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, self.hfx.hit.f and fg[0] or self.color) graphics.pop() end function Pet:on_collision_enter(other, contact) local x, y = contact:getPositions() local nx, ny = contact:getNormal() local r = 0 if nx == 0 and ny == -1 then r = -math.pi/2 elseif nx == 0 and ny == 1 then r = math.pi/2 elseif nx == -1 and ny == 0 then r = math.pi else r = 0 end if other:is(Wall) then local n = n or 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 HitCircle{group = main.current.effects, x = x, y = y}:scale_down() hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35} if self.parent.level == 3 and self.ricochet > 0 then local r = Unit.bounce(self, nx, ny) self.r = r self.ricochet = self.ricochet - 1 else self.dead = true if self.parent.construct_instability then camera:shake(2, 0.5) local n = (self.parent.construct_instability == 1 and 1) or (self.parent.construct_instability == 2 and 1.5) or (self.parent.construct_instability == 3 and 2) or 1 Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*48, color = self.color, dmg = n*self.parent.dmg*self.parent.area_dmg_m, parent = self.parent} _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} end end end end function Pet:on_trigger_enter(other) if table.any(main.current.enemies, function(v) return other:is(v) end) then 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 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 HitCircle{group = main.current.effects, x = x, y = y}:scale_down() else camera:shake(2, 0.5) other:hit(self.parent.dmg*(self.conjurer_buff_m or 1)) 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} elseif self.character == 'blade' then self.hfx:use('hit', 0.25) HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1} HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} HitParticle{group = main.current.effects, x = self.x, y = self.y, color = other.color} end end Bomb = Object:extend() Bomb:implement(GameObject) Bomb:implement(Physics) function Bomb:init(args) self:init_game_object(args) self:set_as_rectangle(8, 8, 'static', 'player') self:set_restitution(0.5) self.hfx:add('hit', 1) mine1:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.color = orange[0] self.dmg = 2*get_character_stat('bomber', self.level, 'dmg') self.t:after(8, function() self:explode() end) end function Bomb:update(dt) self:update_game_object(dt) end function Bomb:draw() graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x) graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, self.hfx.hit.f and fg[0] or self.color) graphics.pop() end function Bomb:explode() camera:shake(4, 0.5) local t = {group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*64*(self.level == 3 and 2 or 1), color = self.color, dmg = self.parent.area_dmg_m*self.dmg*(self.parent.conjurer_buff_m or 1)*(self.level == 3 and 2 or 1), character = self.character, parent = self.parent} Area(table.merge(t, mods or {})) if not self.parent.construct_instability and not self.parent.rearm then self.dead = true end _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} _G[random:table{'saboteur_hit1', 'saboteur_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} explosion1:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.t:after(0.25, function() if self.parent.construct_instability then camera:shake(2, 0.5) local n = (self.parent.construct_instability == 1 and 1) or (self.parent.construct_instability == 2 and 1.5) or (self.parent.construct_instability == 3 and 2) or 1 Area{group = main.current.effects, x = self.x, y = self.y, r = self.r + random:float(-math.pi/16, math.pi/16), w = self.parent.area_size_m*48*(self.level == 3 and 2 or 1), color = self.color, dmg = n*self.parent.dmg*self.parent.area_dmg_m*(self.level == 3 and 2 or 1), parent = self.parent} _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.dead = true end if self.parent.rearm then camera:shake(2, 0.5) local n = (self.parent.construct_instability == 1 and 1) or (self.parent.construct_instability == 2 and 1.5) or (self.parent.construct_instability == 3 and 2) or 1 Area{group = main.current.effects, x = self.x, y = self.y, r = self.r + random:float(-math.pi/16, math.pi/16), w = self.parent.area_size_m*48*(self.level == 3 and 2 or 1), color = self.color, dmg = n*self.parent.dmg*self.parent.area_dmg_m*(self.level == 3 and 2 or 1), parent = self.parent} _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.dead = true end end) end function Bomb:on_collision_enter(other, contact) if table.any(main.current.enemies, function(v) return other:is(v) end) then self:explode() end end Saboteur = Object:extend() Saboteur:implement(GameObject) Saboteur:implement(Physics) Saboteur:implement(Unit) function Saboteur:init(args) self:init_game_object(args) self:init_unit() self:set_as_rectangle(8, 8, 'dynamic', 'player') self:set_restitution(0.5) self.color = character_colors.saboteur self.character = 'saboteur' self.classes = character_classes.saboteur self:calculate_stats(true) self:set_as_steerable(self.v, 2000, 4*math.pi, 4) _G[random:table{'saboteur1', 'saboteur2', 'saboteur3'}]:play{pitch = random:float(0.8, 1.2), volume = 0.2} self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) self.actual_dmg = 2*get_character_stat('saboteur', self.level, 'dmg') end function Saboteur:update(dt) self:update_game_object(dt) self.buff_area_size_m = self.parent.buff_area_size_m self.buff_area_dmg_m = self.parent.buff_area_dmg_m self:calculate_stats() if not self.target then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end if self.target and self.target.dead then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end if not self.target then self:seek_point(gw/2, gh/2) self:rotate_towards_velocity(0.5) self.r = self:get_angle() else self:seek_point(self.target.x, self.target.y) self:rotate_towards_velocity(0.5) self.r = self:get_angle() end end function Saboteur:draw() graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x) graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, self.hfx.hit.f and fg[0] or self.color) graphics.pop() end function Saboteur:on_collision_enter(other, contact) if table.any(main.current.enemies, function(v) return other:is(v) end) then camera:shake(4, 0.5) local t = {group = main.current.effects, x = self.x, y = self.y, r = self.r, w = (self.crit and 1.5 or 1)*self.area_size_m*64, color = self.color, dmg = (self.crit and 2 or 1)*self.area_dmg_m*self.actual_dmg*(self.conjurer_buff_m or 1), character = self.character, parent = self.parent} Area(table.merge(t, mods or {})) if self.parent.construct_instability then self.t:after(0.25, function() camera:shake(2, 0.5) local n = (self.parent.construct_instability == 1 and 1) or (self.parent.construct_instability == 2 and 1.5) or (self.parent.construct_instability == 3 and 2) or 1 Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*48, color = self.color, dmg = n*self.parent.dmg*self.parent.area_dmg_m, parent = self.parent} _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.dead = true end) else self.dead = true end end end Automaton = Object:extend() Automaton:implement(GameObject) Automaton:implement(Physics) Automaton:implement(Unit) function Automaton:init(args) self:init_game_object(args) self:init_unit() self:set_as_rectangle(8, 8, 'dynamic', 'player') self:set_restitution(0.5) self.color = character_colors.artificer self.character = 'artificer' self.classes = {'sorcerer', 'conjurer'} self:calculate_stats(true) self:set_as_steerable(self.v, 2000, 4*math.pi, 4) self.attack_sensor = Circle(self.x, self.y, 96) self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then turret1:play{pitch = random:float(0.95, 1.05), volume = 0.10} turret2:play{pitch = random:float(0.95, 1.05), volume = 0.10} wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.10} local r = self:angle_to_object(closest_enemy) HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6} local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 250, r = r, color = self.parent.color, dmg = self.parent.dmg, character = 'artificer', parent = self.parent, level = self.parent.level} Projectile(table.merge(t, mods or {})) end if self.parent.rearm then self.t:after(0.25, function() local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) if closest_enemy then turret1:play{pitch = random:float(0.95, 1.05), volume = 0.10} turret2:play{pitch = random:float(0.95, 1.05), volume = 0.10} wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.10} local r = self:angle_to_object(closest_enemy) HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6} local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 250, r = r, color = self.parent.color, dmg = self.parent.dmg, character = 'artificer', parent = self.parent, level = self.parent.level} Projectile(table.merge(t, mods or {})) end end) end if self.parent.taunt and random:bool((self.parent.taunt == 1 and 10) or (self.parent.taunt == 2 and 20) or (self.parent.taunt == 3 and 30)) then local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 96), main.current.enemies) if #enemies > 0 then for _, enemy in ipairs(enemies) do enemy.taunted = self enemy.t:after(4, function() enemy.taunted = false end, 'taunt') end end end end, nil, nil, 'shoot') self.t:after(18*(self.parent.conjurer_buff_m or 1), function() local n = n or random:int(3, 4) for i = 1, n do HitParticle{group = main.current.effects, x = self.x, y = self.y, r = random:float(0, 2*math.pi), color = self.color} end HitCircle{group = main.current.effects, x = self.x, y = self.y}:scale_down() self.dead = true if self.parent.level == 3 then shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.2} for i = 1, 12 do Projectile{group = main.current.main, x = self.x, y = self.y, color = self.color, r = (i-1)*math.pi/6, v = 200, dmg = self.parent.dmg, character = 'artificer_death', parent = self.parent, level = self.parent.level, pierce = 1, ricochet = 1} end end if self.parent.construct_instability then camera:shake(2, 0.5) local n = (self.parent.construct_instability == 1 and 1) or (self.parent.construct_instability == 2 and 1.5) or (self.parent.construct_instability == 3 and 2) or 1 Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*48, color = self.color, dmg = n*self.parent.dmg*self.parent.area_dmg_m, parent = self.parent} _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} end end) end function Automaton:update(dt) self:update_game_object(dt) self:calculate_stats() if not self.target then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end if self.target and self.target.dead then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end if not self.seek_f then return end if not self.target then self:seek_point(gw/2, gh/2) self:wander(50, 200, 50) self:rotate_towards_velocity(1) self:steering_separate(32, {Seeker}) else self:seek_point(self.target.x, self.target.y) self:wander(50, 200, 50) self:rotate_towards_velocity(1) self:steering_separate(32, {Seeker}) end self.r = self:get_angle() self.t:set_every_multiplier('shoot', self.parent.level == 3 and 0.75 or 1) self.attack_sensor:move_to(self.x, self.y) end function Automaton:draw() graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x) graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, self.hfx.hit.f and fg[0] or self.color) graphics.pop() end Gold = Object:extend() Gold:implement(GameObject) Gold:implement(Physics) function Gold:init(args) self:init_game_object(args) if not self.group.world then self.dead = true; return end if tostring(self.x) == tostring(0/0) or tostring(self.y) == tostring(0/0) then self.dead = true; return end if #self.group:get_objects_by_class(Gold) > 30 then self.dead = true; return end self:set_as_rectangle(3, 3, 'dynamic', 'ghost') self:set_restitution(0.5) local r = random:float(0, 2*math.pi) local f = random:float(2, 4) self:apply_impulse(f*math.cos(r), f*math.sin(r)) self:apply_angular_impulse(random:table{random:float(-6*math.pi, -2*math.pi), random:float(2*math.pi, 6*math.pi)}) self:set_damping(2.5) self:set_angular_damping(5) self.color = yellow2[0] self.hfx:add('hit', 1) self.cant_be_picked_up = true self.t:after(0.5, function() self.cant_be_picked_up = false end) gold1:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.weak_magnet_sensor = Circle(self.x, self.y, 16) self.magnet_sensor = Circle(self.x, self.y, 56) end function Gold:update(dt) self:update_game_object(dt) self.r = self:get_angle() if not self.magnet_sensor then return end if not self.weak_magnet_sensor then return end local players = self:get_objects_in_shape(main.current.player.magnetism and self.magnet_sensor or self.weak_magnet_sensor, {Player}) if players and #players > 0 then local x, y = 0, 0 for _, p in ipairs(players) do x = x + p.x y = y + p.y end x = x/#players y = y/#players local r = self:angle_to_point(x, y) self:apply_force(20*math.cos(r), 20*math.sin(r)) end if self.magnet_sensor then self.magnet_sensor:move_to(self.x, self.y) end if self.weak_magnet_sensor then self.weak_magnet_sensor:move_to(self.x, self.y) end end function Gold:draw() if not self.hfx.hit then return end graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x) graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 1, 1, self.hfx.hit.f and fg[0] or self.color) graphics.pop() end function Gold:on_trigger_enter(other, contact) if self.cant_be_picked_up then return end if other:is(Player) then main.current.gold_picked_up = main.current.gold_picked_up + 1 self.dead = true HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 4, color = fg[0], duration = 0.1} for i = 1, 2 do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end _G[random:table{'gold2', 'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.9, 1.1), volume = 0.3} local units = other:get_all_units() local th for _, unit in ipairs(units) do if unit.character == 'miner' then th = unit end end if th then if th.level == 3 then trigger:after(0.01, function() if not main.current.main.world then return end _G[random:table{'scout1', 'scout2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.35} HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6} local r = random:float(0, 2*math.pi) for i = 1, 8 do local t = {group = main.current.main, x = self.x + 8*math.cos(r), y = self.y + 8*math.sin(r), v = 250, r = r, color = yellow2[0], dmg = th.dmg, character = th.character, parent = th, level = th.level} Projectile(table.merge(t, mods or {})) r = r + math.pi/4 end end) else trigger:after(0.01, function() if not main.current.main.world then return end _G[random:table{'scout1', 'scout2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.35} HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6} local r = random:float(0, 2*math.pi) for i = 1, 4 do local t = {group = main.current.main, x = self.x + 8*math.cos(r), y = self.y + 8*math.sin(r), v = 250, r = r, color = yellow2[0], dmg = th.dmg, character = th.character, parent = th, level = th.level} Projectile(table.merge(t, mods or {})) r = r + 2*math.pi/4 end end) end end end end HealingOrb = Object:extend() HealingOrb:implement(GameObject) HealingOrb:implement(Physics) function HealingOrb:init(args) self:init_game_object(args) if not self.group.world then self.dead = true; return end if tostring(self.x) == tostring(0/0) or tostring(self.y) == tostring(0/0) then self.dead = true; return end if #self.group:get_objects_by_class(HealingOrb) > 30 then self.dead = true; return end self:set_as_rectangle(4, 4, 'dynamic', 'ghost') self:set_restitution(0.5) local r = random:float(0, 2*math.pi) local f = random:float(2, 4) self:apply_impulse(f*math.cos(r), f*math.sin(r)) self:apply_angular_impulse(random:table{random:float(-6*math.pi, -2*math.pi), random:float(2*math.pi, 6*math.pi)}) self:set_damping(2.5) self:set_angular_damping(5) self.color = yellow2[0] self.hfx:add('hit', 1) self.cant_be_picked_up = true self.t:after(0.5, function() self.cant_be_picked_up = false end) illusion1:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.weak_magnet_sensor = Circle(self.x, self.y, 16) self.magnet_sensor = Circle(self.x, self.y, 56) if main.current.healer_level > 0 and not self.healer_effect_orb then if random:bool((main.current.healer_level == 1 and 15) or (main.current.healer_level == 2 and 30)) then SpawnEffect{group = main.current.effects, x = self.x, y = self.y, color = green[0], action = function(x, y) HealingOrb{group = main.current.main, x = x, y = y, healer_effect_orb = true} end} end end end function HealingOrb:update(dt) self:update_game_object(dt) self.r = self:get_angle() if not self.magnet_sensor then return end if not self.weak_magnet_sensor then return end local players = self:get_objects_in_shape(main.current.player.magnetism and self.magnet_sensor or self.weak_magnet_sensor, {Player}) if players and #players > 0 then local x, y = 0, 0 for _, p in ipairs(players) do x = x + p.x y = y + p.y end x = x/#players y = y/#players local r = self:angle_to_point(x, y) self:apply_force(20*math.cos(r), 20*math.sin(r)) end if self.magnet_sensor then self.magnet_sensor:move_to(self.x, self.y) end if self.weak_magnet_sensor then self.weak_magnet_sensor:move_to(self.x, self.y) end end function HealingOrb:draw() if not self.hfx.hit then return end local sr = random:float(-0.1, 0.1) graphics.push(self.x, self.y, self.r, self.hfx.hit.x + sr, self.hfx.hit.x + sr) graphics.circle(self.x, self.y, 1.2*self.shape.w, self.hfx.hit.f and fg[0] or green_transparent_weak) graphics.circle(self.x, self.y, 0.5*self.shape.w, self.hfx.hit.f and fg[0] or green[0]) graphics.pop() end function HealingOrb:on_trigger_enter(other, contact) if self.cant_be_picked_up then return end if other:is(Player) then self.dead = true HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 4, color = fg[0], duration = 0.1} for i = 1, 2 do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = green[0]} end orb1:play{pitch = random:float(0.95, 1.05), volume = 1} heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5} local units = other:get_all_units() local lowest_hp = 10 local lowest_unit for _, unit in ipairs(units) do local r = unit.hp/unit.max_hp if r < lowest_hp then lowest_hp = r lowest_unit = unit end end if lowest_unit then lowest_unit:heal(0.2*lowest_unit.max_hp*(lowest_unit.heal_effect_m or 1)) end if main.current.player.haste then local units = other:get_all_units() for _, unit in ipairs(units) do unit.hasted = love.timer.getTime() unit.t:after(4, function() unit.hasted = false end, 'haste') end end if main.current.player.divine_barrage and random:bool((main.current.player.divine_barrage == 1 and 20) or (main.current.player.divine_barrage == 2 and 40) or (main.current.player.divine_barrage == 3 and 60)) then trigger:after(0.01, function() if not main.current.main.world then return end main.current.player:barrage(main.current.player.r, 5, nil, 3) end) end end end Critter = Object:extend() Critter:implement(GameObject) Critter:implement(Physics) Critter:implement(Unit) function Critter:init(args) self:init_game_object(args) if tostring(self.x) == tostring(0/0) or tostring(self.y) == tostring(0/0) then self.dead = true; return end if #self.group:get_objects_by_class(Critter) > 100 then self.dead = true; return end self:init_unit() self:set_as_rectangle(7, 4, 'dynamic', 'player') self:set_restitution(0.5) self.classes = {'enemy_critter'} self.color = orange[0] self:calculate_stats(true) self:set_as_steerable(self.v, 400, math.pi, 1) self:push(args.v, args.r) self.invulnerable = true self.t:after(0.5, function() self.invulnerable = false end) self.dmg = args.dmg or self.parent.dmg self.hp = 1 + ((main.current.swarmer_level == 2 and 3) or (main.current.swarmer_level == 1 and 1) or 0) + (self.parent.hive or 0) end function Critter:update(dt) self:update_game_object(dt) if self.being_pushed then local v = math.length(self:get_velocity()) if v < 50 then self.being_pushed = false self.steering_enabled = true self:set_damping(0) self:set_angular_damping(0) end else if not self.target then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end if self.target and self.target.dead then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end if not self.seek_f then return end if not self.target then self:seek_point(gw/2, gh/2) self:wander(50, 200, 50) self:rotate_towards_velocity(1) self:steering_separate(8, {Critter}) else self:seek_point(self.target.x, self.target.y) self:wander(50, 200, 50) self:rotate_towards_velocity(1) self:steering_separate(8, {Critter}) end end self.r = self:get_angle() end function Critter:draw() if not self.hfx.hit then return end graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x) graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 2, 2, self.hfx.hit.f and fg[0] or self.color) graphics.pop() end function Critter:hit(damage) if self.dead or self.invulnerable then return end self.hfx:use('hit', 0.25, 200, 10) self.hp = self.hp - 1 -- self:show_hp() if main.current.player.baneling_burst then self:die() else if self.hp <= 0 then self:die() end end end function Critter:push(f, r) self.push_force = f self.being_pushed = true self.steering_enabled = false self:apply_impulse(f*math.cos(r), f*math.sin(r)) self:apply_angular_impulse(random:table{random:float(-12*math.pi, -4*math.pi), random:float(4*math.pi, 12*math.pi)}) self:set_damping(1.5) self:set_angular_damping(1.5) end function Critter:die(x, y, r, n) if self.dead then return end x = x or self.x y = y or self.y n = n or random:int(2, 3) 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 HitCircle{group = main.current.effects, x = x, y = y}:scale_down() self.dead = true _G[random:table{'enemy_die1', 'enemy_die2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.5} critter2:play{pitch = random:float(0.95, 1.05), volume = 0.2} if main.current.player.baneling_burst then camera:shake(2, 0.5) Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*24, color = self.color, dmg = (main.current.player.baneling_burst == 1 and 50) or (main.current.player.baneling_burst == 2 and 100) or (main.current.player.baneling_burst == 3 and 150) or 0, parent = self.parent} _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} end end function Critter:on_collision_enter(other, contact) local x, y = contact:getPositions() local nx, ny = contact:getNormal() local r = 0 if nx == 0 and ny == -1 then r = -math.pi/2 elseif nx == 0 and ny == 1 then r = math.pi/2 elseif nx == -1 and ny == 0 then r = math.pi else r = 0 end if other:is(Wall) then self.hfx:use('hit', 0.15, 200, 10, 0.1) self:bounce(contact:getNormal()) end end function Critter:on_trigger_enter(other, contact) if other:is(Seeker) then critter2:play{pitch = random:float(0.65, 0.85), volume = 0.1} self:hit(1) other:hit(self.dmg, self) end end