Arena = Object:extend() Arena:implement(State) Arena:implement(GameObject) function Arena:init(name) self:init_state(name) self:init_game_object() end function Arena:on_enter(from, level, units, passives) self.hfx:add('condition1', 1) self.hfx:add('condition2', 1) self.level = level or 1 self.units = units self.passives = passives steam.friends.setRichPresence('steam_display', '#StatusFull') steam.friends.setRichPresence('text', 'Arena - Level ' .. self.level) self.floor = Group() self.main = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile'}) self.post_main = Group() self.effects = Group() self.ui = Group() self.main:disable_collision_between('player', 'player') self.main:disable_collision_between('player', 'projectile') self.main:disable_collision_between('player', 'enemy_projectile') self.main:disable_collision_between('projectile', 'projectile') self.main:disable_collision_between('projectile', 'enemy_projectile') self.main:disable_collision_between('projectile', 'enemy') self.main:disable_collision_between('enemy_projectile', 'enemy') self.main:disable_collision_between('enemy_projectile', 'enemy_projectile') self.main:enable_trigger_between('projectile', 'enemy') self.main:enable_trigger_between('enemy_projectile', 'player') self.main:enable_trigger_between('player', 'enemy_projectile') self.damage_dealt = 0 self.damage_taken = 0 self.main_slow_amount = 1 self.enemies = {Seeker, EnemyCritter} self.color = self.color or fg[0] -- Spawn solids and player self.x1, self.y1 = gw/2 - 0.8*gw/2, gh/2 - 0.8*gh/2 self.x2, self.y2 = gw/2 + 0.8*gw/2, gh/2 + 0.8*gh/2 self.spawn_points = { {x = self.x1 + 32, y = self.y1 + 32, r = math.pi/4}, {x = self.x1 + 32, y = self.y2 - 32, r = -math.pi/4}, {x = self.x2 - 32, y = self.y1 + 32, r = 3*math.pi/4}, {x = self.x2 - 32, y = self.y2 - 32, r = -3*math.pi/4}, {x = gw/2, y = gh/2, r = random:float(0, 2*math.pi)} } self.spawn_offsets = {{x = -12, y = -12}, {x = 12, y = -12}, {x = 12, y = 12}, {x = -12, y = 12}, {x = 0, y = 0}} self.last_spawn_enemy_time = love.timer.getTime() Wall{group = self.main, vertices = math.to_rectangle_vertices(-40, -40, self.x1, gh + 40), color = bg[-1]} Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x2, -40, gw + 40, gh + 40), color = bg[-1]} Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x1, -40, self.x2, self.y1), color = bg[-1]} Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x1, self.y2, self.x2, gh + 40), color = bg[-1]} WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(-40, -40, self.x1, gh + 40), color = bg[-1]} WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x2, -40, gw + 40, gh + 40), color = bg[-1]} WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x1, -40, self.x2, self.y1), color = bg[-1]} WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x1, self.y2, self.x2, gh + 40), color = bg[-1]} for i, unit in ipairs(units) do if i == 1 then self.player = Player{group = self.main, x = gw/2, y = gh/2 + 16, leader = true, character = unit.character, level = unit.level, passives = self.passives} else self.player:add_follower(Player{group = self.main, character = unit.character, level = unit.level, passives = self.passives}) end end if self.level == 1000 then self.level_1000_text = Text2{group = self.ui, x = gw/2, y = gh/2, lines = {{text = '[fg, wavy_mid]SNKRX', font = fat_font, alignment = 'center'}}} -- self.level_1000_text2 = Text2{group = self.ui, x = gw/2, y = gh/2 + 64, lines = {{text = '[fg, wavy_mid]SNKRX', font = pixul_font, alignment = 'center'}}} -- Wall{group = self.main, vertices = math.to_rectangle_vertices(gw/2 - 0.45*self.level_1000_text.w, gh/2 - 0.3*self.level_1000_text.h, gw/2 + 0.45*self.level_1000_text.w, gh/2 - 3), snkrx = true, color = bg[-1]} elseif self.level == 6 or self.level == 12 or self.level == 18 or self.level == 24 or self.level == 25 then self.boss_level = true self.start_time = 3 self.t:after(1, function() self.t:every(1, function() if self.start_time > 1 then alert1:play{volume = 0.5} end self.start_time = self.start_time - 1 self.hfx:use('condition1', 0.25, 200, 10) end, 3, function() alert1:play{pitch = 1.2, volume = 0.5} camera:shake(4, 0.25) SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48} SpawnEffect{group = self.effects, x = gw/2, y = gh/2, action = function(x, y) spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15} self.boss = Seeker{group = self.main, x = x, y = y, character = 'seeker', level = self.level, boss = boss_by_level[self.level]} end} self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 1 end, function() self.hfx:use('condition1', 0.25, 200, 10) self.hfx:pull('condition2', 0.0625) self.t:after(0.5, function() local spawn_type = random:table{'left', 'middle', 'right'} local spawn_points = {left = {x = self.x1 + 32, y = gh/2}, middle = {x = gw/2, y = gh/2}, right = {x = self.x2 - 32, y = gh/2}} local p = spawn_points[spawn_type] SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p, nil, 8 + math.floor(self.level/2)) end) end) end) end) self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 end, function() self.can_quit = true end) end) else -- Set win condition and enemy spawns self.win_condition = random:table{'time', 'enemy_kill', 'wave'} if self.level == 18 and self.trailer then self.win_condition = 'wave' end if self.win_condition == 'wave' then self.level_to_max_waves = { 1, 2, random:int(2, 3), 3, 3, 3, random:int(3, 4), 4, 4, 4, 4, random:int(4, 5), 5, 5, 5, 5, 5, random:int(5, 6), 6, 7, 8, 9, 9, 10, 12 } self.max_waves = self.level_to_max_waves[self.level] self.wave = 0 self.start_time = 3 self.t:after(1, function() self.t:every(1, function() if self.start_time > 1 then alert1:play{volume = 0.5} end self.start_time = self.start_time - 1 self.hfx:use('condition1', 0.25, 200, 10) end, 3, function() alert1:play{pitch = 1.2, volume = 0.5} camera:shake(4, 0.25) SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48} self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 end, function() self.wave = self.wave + 1 if self.wave > self.max_waves then return end self.hfx:use('condition1', 0.25, 200, 10) self.hfx:pull('condition2', 0.0625) self.t:after(0.5, function() local spawn_type = random:table{'left', 'middle', 'right'} local spawn_points = {left = {x = self.x1 + 32, y = gh/2}, middle = {x = gw/2, y = gh/2}, right = {x = self.x2 - 32, y = gh/2}} local p = spawn_points[spawn_type] SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p, nil, 8 + (self.wave-1)*2) end) end) end, self.max_waves+1) end) self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 and self.wave > self.max_waves end, function() self.can_quit = true end) end) elseif self.win_condition == 'enemy_kill' then self.level_to_enemies_to_kill = { 8, 12, random:int(14, 16), 16, 16, 18, random:int(18, 20), 20, 20, 20, 20, random:int(20, 22), 22, 22, 22, 22, 22, random:int(22, 24), 24, 26, 28, 30, 30, 32, 40 } self.enemies_killed = 0 self.enemies_to_kill = self.level_to_enemies_to_kill[self.level] self.enemy_spawn_delay = 8 self.enemies_spawned = 0 self.start_time = 3 self.t:after(1, function() self.t:every(1, function() if self.start_time > 1 then alert1:play{volume = 0.5} end self.start_time = self.start_time - 1 self.hfx:use('condition1', 0.25, 200, 10) end, 3, function() alert1:play{pitch = 1.2, volume = 0.5} camera:shake(4, 0.25) SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48} self:spawn_distributed_enemies() self.t:every(2, function() if love.timer.getTime() - self.last_spawn_enemy_time >= self.enemy_spawn_delay and #self.main:get_objects_by_class(self.enemies) < self.enemies_to_kill and not self.transitioning then self:spawn_distributed_enemies() end end, nil, nil, 'spawn_enemies') end) end) self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 and self.enemies_killed >= self.enemies_to_kill end, function() self.can_quit = true end) elseif self.win_condition == 'time' then self.level_to_time_left = { 20, 20, random:int(20, 25), 25, 25, 25, random:int(25, 30), 30, 30, 30, 30, random:int(30, 35), 35, 35, 35, 35, 35, random:int(35, 40), 40, 45, 50, 55, 55, 60, 80 } self.time_left = self.level_to_time_left[self.level] self.start_time = 3 self.t:after(1, function() self.t:every(1, function() if self.start_time > 1 then alert1:play{volume = 0.5} end self.start_time = self.start_time - 1 self.hfx:use('condition1', 0.25, 200, 10) end, 3, function() alert1:play{pitch = 1.2, volume = 0.5} camera:shake(4, 0.25) SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48} self.t:every(1, function() self.time_left = self.time_left - 1 self.hfx:use('condition1', 0.25, 200, 10) self.hfx:pull('condition2', 0.0625) end, self.time_left) self.t:every_immediate(2, function() if #self.main:get_objects_by_classes(self.enemies) <= 0 or love.timer.getTime() - self.last_spawn_enemy_time >= 8 and not self.transitioning then self:spawn_distributed_enemies() end end, self.time_left/2) end) end) self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 and self.time_left <= 0 end, function() self.can_quit = true end) end if self.level == 18 and self.trailer then Text2{group = self.ui, x = gw/2, y = gh/2 - 24, lines = {{text = '[fg, wavy]SNKRX', font = fat_font, alignment = 'center'}}} Text2{group = self.ui, x = gw/2, y = gh/2, sx = 0.5, sy = 0.5, lines = {{text = '[fg, wavy_mid]wishlist now!', font = fat_font, alignment = 'center'}}} Text2{group = self.ui, x = gw/2, y = gh/2 + 24, sx = 0.5, sy = 0.5, lines = {{text = '[light_bg, wavy_mid]music: kubbi - ember', font = fat_font, alignment = 'center'}}} end end if self.level == 1 then local t1 = Text2{group = self.floor, x = gw/2, y = gh/2 + 2, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]<- or a -> or d', font = fat_font, alignment = 'center'}}} local t2 = Text2{group = self.floor, x = gw/2, y = gh/2 + 18, lines = {{text = '[light_bg]turn left turn right', font = pixul_font, alignment = 'center'}}} local t3 = Text2{group = self.floor, x = gw/2, y = gh/2 + 46, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]n - mute sfx', font = fat_font, alignment = 'center'}}} local t4 = Text2{group = self.floor, x = gw/2, y = gh/2 + 68, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]m - mute music', font = fat_font, alignment = 'center'}}} t1.t:after(8, function() t1.t:tween(0.2, t1, {sy = 0}, math.linear, function() t1.sy = 0 end) end) t2.t:after(8, function() t2.t:tween(0.2, t2, {sy = 0}, math.linear, function() t2.sy = 0 end) end) t3.t:after(8, function() t3.t:tween(0.2, t3, {sy = 0}, math.linear, function() t3.sy = 0 end) end) t4.t:after(8, function() t4.t:tween(0.2, t4, {sy = 0}, math.linear, function() t4.sy = 0 end) end) end -- Calculate class levels local units = {} table.insert(units, self.player) for _, f in ipairs(self.player.followers) do table.insert(units, f) end local class_levels = get_class_levels(units) self.ranger_level = class_levels.ranger self.warrior_level = class_levels.warrior self.mage_level = class_levels.mage self.rogue_level = class_levels.rogue self.nuker_level = class_levels.nuker self.curser_level = class_levels.curser self.forcer_level = class_levels.forcer self.swarmer_level = class_levels.swarmer self.voider_level = class_levels.voider self.enchanter_level = class_levels.enchanter self.healer_level = class_levels.healer self.psyker_level = class_levels.psyker self.conjurer_level = class_levels.conjurer end function Arena:update(dt) if input.k.pressed then SpawnEffect{group = self.effects, x = gw/2, y = gh/2, action = function(x, y) spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15} Seeker{group = self.main, x = x, y = y, character = 'seeker', level = self.level, boss = 'randomizer'} end} end if input.escape.pressed and not self.transitioning then if not self.paused then trigger:tween(0.25, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 self.paused = true self.paused_t1 = Text2{group = self.ui, x = gw/2, y = gh/2 - 68, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]<- or a -> or d', font = fat_font, alignment = 'center'}}} self.paused_t2 = Text2{group = self.ui, x = gw/2, y = gh/2 - 52, lines = {{text = '[bg10]turn left turn right', font = pixul_font, alignment = 'center'}}} self.paused_t3 = Text2{group = self.ui, x = gw/2, y = gh/2 - 22, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]n - mute sfx', font = fat_font, alignment = 'center'}}} self.paused_t4 = Text2{group = self.ui, x = gw/2, y = gh/2 + 0, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]m - mute music', font = fat_font, alignment = 'center'}}} self.paused_t5 = Text2{group = self.ui, x = gw/2, y = gh/2 + 22, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]esc - resume game', font = fat_font, alignment = 'center'}}} self.paused_t6 = Text2{group = self.ui, x = gw/2, y = gh/2 + 44, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]r - restart run', font = fat_font, alignment = 'center'}}} self.paused_t7 = Text2{group = self.ui, x = gw/2, y = gh/2 + 68, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]w - wishlist on steam', font = fat_font, alignment = 'center'}}} end, 'pause') else trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function() slow_amount = 1 self.paused = false self.paused_t1.dead = true self.paused_t2.dead = true self.paused_t3.dead = true self.paused_t4.dead = true self.paused_t5.dead = true self.paused_t6.dead = true self.paused_t7.dead = true self.paused_t1 = nil self.paused_t2 = nil self.paused_t3 = nil self.paused_t4 = nil self.paused_t5 = nil self.paused_t6 = nil self.paused_t7 = nil end, 'pause') end end if self.paused or self.died and not self.transitioning then if input.r.pressed then self.transitioning = true ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5} ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = fg[0], transition_action = function() slow_amount = 1 gold = 2 cascade_instance:stop() main:add(BuyScreen'buy_screen') main:go_to('buy_screen', 0, {}) end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)} end if input.w.pressed then ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} system.open_url'https://store.steampowered.com/app/915310/SNKRX/' end end if input.w.pressed and self.won then ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} system.open_url'https://store.steampowered.com/app/915310/SNKRX/' end self:update_game_object(dt*slow_amount) -- cascade_instance.pitch = math.clamp(slow_amount*self.main_slow_amount, 0.05, 1) self.floor:update(dt*slow_amount) self.main:update(dt*slow_amount*self.main_slow_amount) self.post_main:update(dt*slow_amount) self.effects:update(dt*slow_amount) self.ui:update(dt*slow_amount) if self.can_quit and #self.main:get_objects_by_classes(self.enemies) <= 0 and not self.transitioning then self.can_quit = false if self.level == 25 then if not self.win_text and not self.win_text2 then self.won = true camera.x, camera.y = gw/2, gh/2 self.win_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 64, lines = {{text = '[wavy_mid, cbyc2]congratulations!', font = fat_font, alignment = 'center'}}} self.t:after(2.5, function() self.win_text2 = Text2{group = self.ui, x = gw/2, y = gh/2 + 16, lines = { {text = "[fg]you've beaten the demo!", font = pixul_font, alignment = 'center', height_multiplier = 1.2}, {text = "[fg]the game's full version is coming in a few weeks,", font = pixul_font, alignment = 'center', height_multiplier = 1.2}, {text = "[fg]so if you liked the game, make sure to wishlist it!", font = pixul_font, alignment = 'center', height_multiplier = 5}, {text = "[wavy_mid, fg]thanks for playing!", font = pixul_font, alignment = 'center'}, }} WishlistButton{group = self.ui, x = gw/2, y = gh/2 + 30, w_to_wishlist = true} end) end else if not self.arena_clear_text then self.arena_clear_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 48, lines = {{text = '[wavy_mid, cbyc]arena clear!', font = fat_font, alignment = 'center'}}} end self.t:after(3, function() if self.level % 3 == 0 then self.arena_clear_text.dead = true trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end) trigger:tween(4, camera, {x = gw/2, y = gh/2, r = 0}, math.linear, function() camera.x, camera.y, camera.r = gw/2, gh/2, 0 end) local card_w, card_h = 100, 100 local w = 3*card_w + 2*20 self.choosing_passives = true self.cards = {} local passive_1 = random:table(tier_to_passives[random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level]))]) local passive_2 = random:table(tier_to_passives[random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level]))]) local passive_3 = random:table(tier_to_passives[random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level]))]) table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 0*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, arena = self, passive = passive_1, force_update = true}) table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 1*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, arena = self, passive = passive_2, force_update = true}) table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 2*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, arena = self, passive = passive_3, force_update = true}) self.passive_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 65, lines = {{text = '[fg, wavy]choose one', font = fat_font, alignment = 'center'}}} else self:transition() end end, 'transition') end end end function Arena:draw() self.floor:draw() self.main:draw() self.post_main:draw() self.effects:draw() if self.level == 18 and self.trailer then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end if self.choosing_passives then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end self.ui:draw() camera:attach() if self.start_time and self.start_time > 0 and not self.choosing_passives then graphics.push(gw/2, gh/2 - 48, 0, self.hfx.condition1.x, self.hfx.condition1.x) graphics.print_centered(tostring(self.start_time), fat_font, gw/2, gh/2 - 48, 0, 1, 1, nil, nil, self.hfx.condition1.f and fg[0] or red[0]) graphics.pop() end if self.boss_level then if self.start_time <= 0 then graphics.push(self.x2 - 106, self.y1 - 10, 0, self.hfx.condition2.x, self.hfx.condition2.x) graphics.print_centered('kill the elite', fat_font, self.x2 - 106, self.y1 - 10, 0, 0.6, 0.6, nil, nil, fg[0]) graphics.pop() end else if self.win_condition then if self.win_condition == 'time' then if self.start_time <= 0 then graphics.push(self.x2 - 66, self.y1 - 9, 0, self.hfx.condition2.x, self.hfx.condition2.x) graphics.print_centered('time left:', fat_font, self.x2 - 66, self.y1 - 9, 0, 0.6, 0.6, nil, nil, fg[0]) graphics.pop() graphics.push(self.x2 - 18 + fat_font:get_text_width(tostring(self.time_left))/2, self.y1 - 8, 0, self.hfx.condition1.x, self.hfx.condition1.x) graphics.print(tostring(self.time_left), fat_font, self.x2 - 18, self.y1 - 8, 0, 0.75, 0.75, nil, fat_font.h/2, self.hfx.condition1.f and fg[0] or yellow[0]) graphics.pop() end elseif self.win_condition == 'wave' then if self.start_time <= 0 then graphics.push(self.x2 - 50, self.y1 - 10, 0, self.hfx.condition2.x, self.hfx.condition2.x) graphics.print_centered('wave:', fat_font, self.x2 - 50, self.y1 - 10, 0, 0.6, 0.6, nil, nil, fg[0]) graphics.pop() graphics.push(self.x2 - 25 + fat_font:get_text_width(self.wave .. '/' .. self.max_waves)/2, self.y1 - 8, 0, self.hfx.condition1.x, self.hfx.condition1.x) graphics.print(self.wave .. '/' .. self.max_waves, fat_font, self.x2 - 25, self.y1 - 8, 0, 0.75, 0.75, nil, fat_font.h/2, self.hfx.condition1.f and fg[0] or yellow[0]) graphics.pop() end elseif self.win_condition == 'enemy_kill' then if self.start_time <= 0 then graphics.push(self.x2 - 106, self.y1 - 10, 0, self.hfx.condition2.x, self.hfx.condition2.x) graphics.print_centered('enemies killed:', fat_font, self.x2 - 106, self.y1 - 10, 0, 0.6, 0.6, nil, nil, fg[0]) graphics.pop() graphics.push(self.x2 - 41 + fat_font:get_text_width(self.enemies_killed .. '/' .. self.enemies_to_kill)/2, self.y1 - 8, 0, self.hfx.condition1.x, self.hfx.condition1.x) graphics.print(self.enemies_killed .. '/' .. self.enemies_to_kill, fat_font, self.x2 - 41, self.y1 - 8, 0, 0.75, 0.75, nil, fat_font.h/2, self.hfx.condition1.f and fg[0] or yellow[0]) graphics.pop() end end end end camera:detach() end function Arena:die() if not self.died_text and not self.won then self.died = true self.t:tween(2, self, {main_slow_amount = 0}, math.linear, function() self.main_slow_amount = 0 end) self.died_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 32, lines = { {text = '[wavy_mid, cbyc]you died...', font = fat_font, alignment = 'center', height_multiplier = 1.25}, }} self.t:after(2, function() self.death_info_text = Text2{group = self.ui, x = gw/2, y = gh/2 + 24, sx = 0.7, sy = 0.7, lines = { {text = '[wavy_mid, light_bg]level reached: [wavy_mid, yellow]' .. self.level, font = fat_font, alignment = 'center'}, {text = '[wavy_mid, light_bg]r - start new run', font = fat_font, alignment = 'center'}, {text = '[wavy_mid, light_bg]w - wishlist on steam', font = fat_font, alignment = 'center'}, }} end) end end function Arena:transition() self.transitioning = true local gold_gained = random:int(level_to_gold_gained[self.level][1], level_to_gold_gained[self.level][2]) gold = gold + gold_gained ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5} TransitionEffect{group = main.transitions, x = self.player.x, y = self.player.y, color = self.color, transition_action = function(t) main:add(BuyScreen'buy_screen') main:go_to('buy_screen', self.level, self.units, passives) t.t:after(0.1, function() t.text:set_text({ {text = '[nudge_down, bg]gold gained: ' .. tostring(gold_gained), font = pixul_font, alignment = 'center', height_multiplier = 1.5}, {text = '[wavy_lower, bg]damage taken: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5}, {text = '[wavy_lower, bg]damage dealt: 0', font = pixul_font, alignment = 'center'} }) _G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} t.t:after(0.2, function() t.text:set_text({ {text = '[wavy_lower, bg]gold gained: ' .. tostring(gold_gained), font = pixul_font, alignment = 'center', height_multiplier = 1.5}, {text = '[nudge_down, bg]damage taken: ' .. tostring(math.round(self.damage_taken, 0)), font = pixul_font, alignment = 'center', height_multiplier = 1.5}, {text = '[wavy_lower, bg]damage dealt: 0', font = pixul_font, alignment = 'center'} }) _G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} t.t:after(0.2, function() t.text:set_text({ {text = '[wavy_lower, bg]gold gained: ' .. tostring(gold_gained), font = pixul_font, alignment = 'center', height_multiplier = 1.5}, {text = '[wavy_lower, bg]damage taken: ' .. tostring(math.round(self.damage_taken, 0)), font = pixul_font, alignment = 'center', height_multiplier = 1.5}, {text = '[nudge_down, bg]damage dealt: ' .. tostring(math.round(self.damage_dealt, 0)), font = pixul_font, alignment = 'center'} }) _G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} end) end) end) end, text = Text({ {text = '[wavy_lower, bg]gold gained: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5}, {text = '[wavy_lower, bg]damage taken: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5}, {text = '[wavy_lower, bg]damage dealt: 0', font = pixul_font, alignment = 'center'} }, global_text_tags)} end function Arena:enemy_killed() if self.win_condition == 'enemy_kill' then self.enemies_killed = self.enemies_killed + 1 self.hfx:use('condition1', 0.25, 200, 10) self.hfx:pull('condition2', 0.0625) self.enemy_spawn_delay = self.enemy_spawn_delay*0.95 if self.enemies_killed >= self.enemies_to_kill then self.can_quit = true self.t:cancel'spawn_enemies' end end end function Arena:spawn_distributed_enemies() local t = {'4', '4+4', '4+4+4', '2x4', '3x4', '4x2'} local spawn_type = t[random:weighted_pick(40, 20, 5, 15, 5, 15)] local spawn_points = table.copy(self.spawn_points) if spawn_type == '4' then local p = random:table_remove(spawn_points) SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p) end) elseif spawn_type == '4+4' then local p = random:table_remove(spawn_points) SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p) self.t:after(2, function() self:spawn_n_enemies(p) end) end) elseif spawn_type == '4+4+4' then local p = random:table_remove(spawn_points) SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p) self.t:after(1, function() self:spawn_n_enemies(p) self.t:after(1, function() self:spawn_n_enemies(p) end) end) end) elseif spawn_type == '2x4' then local p = random:table_remove(spawn_points) SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p, 1) end) local p = random:table_remove(spawn_points) SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p, 2) end) elseif spawn_type == '3x4' then local p = random:table_remove(spawn_points) SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p, 1) end) local p = random:table_remove(spawn_points) SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p, 2) end) local p = random:table_remove(spawn_points) SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p, 3) end) elseif spawn_type == '4x2' then local p = random:table_remove(spawn_points) SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p, 1, 2) end) local p = random:table_remove(spawn_points) SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p, 2, 2) end) local p = random:table_remove(spawn_points) SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p, 3, 2) end) local p = random:table_remove(spawn_points) SpawnMarker{group = self.effects, x = p.x, y = p.y} self.t:after(0.75, function() self:spawn_n_enemies(p, 4, 2) end) end end function Arena:spawn_n_enemies(p, j, n) if self.died then return end j = j or 1 n = n or 4 self.last_spawn_enemy_time = love.timer.getTime() self.t:every(0.1, function() if self.win_condition == 'enemy_kill' then if self.enemies_spawned >= math.floor(1.4*self.enemies_to_kill) then return end self.enemies_spawned = self.enemies_spawned + 1 end local o = self.spawn_offsets[(self.t:get_every_iteration('spawn_enemies_' .. j) % 5) + 1] SpawnEffect{group = self.effects, x = p.x + o.x, y = p.y + o.y, action = function(x, y) spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15} Seeker{group = self.main, x = x, y = y, character = 'seeker', level = self.level} end} end, n, nil, 'spawn_enemies_' .. j) end Passives = Object:extend() Passives:implement(GameObject) function Passives:init(args) self:init_game_object(args) end function Passives:update(dt) self:update_game_object(dt) end function Passives:draw() end