BuyScreen = Object:extend() BuyScreen:implement(State) BuyScreen:implement(GameObject) function BuyScreen:init(name) self:init_state(name) self:init_game_object() end function BuyScreen:on_exit() self.main:destroy() self.effects:destroy() self.ui:destroy() self.main = nil self.effects = nil self.ui = nil self.shop_text = nil self.party_text = nil self.sets_text = nil self.items_text = nil self.under_text = nil self.characters = nil self.sets = nil self.cards = nil self.info_text = nil end function BuyScreen:on_enter(from, level, units) self.level = level self.units = units camera.x, camera.y = gw/2, gh/2 steam.friends.setRichPresence('steam_display', '#StatusFull') steam.friends.setRichPresence('text', 'Shop - Level ' .. self.level) if self.level == 0 then cascade_instance = cascade:play{volume = 0.5, loop = true} self.level = 1 self.first_screen = true end self.main = Group() self.effects = Group() self.ui = Group() self:set_cards() self:set_party_and_sets() self.shop_text = Text({{text = '[wavy_mid, fg]shop [fg]- gold: [yellow]' .. gold, font = pixul_font, alignment = 'center'}}, global_text_tags) self.party_text = Text({{text = '[wavy_mid, fg]party', font = pixul_font, alignment = 'center'}}, global_text_tags) self.sets_text = Text({{text = '[wavy_mid, fg]sets', font = pixul_font, alignment = 'center'}}, global_text_tags) self.items_text = Text({{text = '[wavy_mid, fg]items', font = pixul_font, alignment = 'center'}}, global_text_tags) self.under_text = Text2{group = self.main, x = 140, y = gh - 55, r = -math.pi/48, lines = { {text = '[light_bg]under', font = fat_font, alignment = 'center'}, {text = '[light_bg]construction', font = fat_font, alignment = 'center'}, }} if not self.first_screen then RerollButton{group = self.main, x = 150, y = 18, parent = self} end GoButton{group = self.main, x = gw - 30, y = gh - 20, parent = self} -- WishlistButton{group = self.main, x = gw - 147, y = gh - 20, parent = self} end function BuyScreen:update(dt) self:update_game_object(dt*slow_amount) cascade_instance.pitch = 1 self.main:update(dt*slow_amount) self.effects:update(dt*slow_amount) self.ui:update(dt*slow_amount) if self.shop_text then self.shop_text:update(dt) end if self.sets_text then self.sets_text:update(dt) end if self.party_text then self.party_text:update(dt) end if self.items_text then self.items_text:update(dt) end end function BuyScreen:draw() self.main:draw() self.effects:draw() if self.items_text then self.items_text:draw(32, 150) end self.ui:draw() if self.shop_text then self.shop_text:draw(64, 20) end if self.sets_text then self.sets_text:draw(328, 20) end if self.party_text then self.party_text:draw(440, 20) end end function BuyScreen:buy(character, i) local bought if table.any(self.units, function(v) return v.character == character end) and gold >= character_tiers[character] then gold = gold - character_tiers[character] self.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}} for _, unit in ipairs(self.units) do if unit.character == character then if unit.level == 1 then unit.reserve[1] = unit.reserve[1] + 1 if unit.reserve[1] > 1 then unit.reserve[1] = 0 unit.level = 2 unit.spawn_effect = true end elseif unit.level == 2 then unit.reserve[1] = unit.reserve[1] + 1 if unit.reserve[1] > 2 then if unit.reserve[2] == 1 then unit.reserve[2] = 0 unit.reserve[1] = 0 unit.level = 3 unit.spawn_effect = true else unit.reserve[2] = unit.reserve[2] + 1 unit.reserve[1] = 0 end end end end end bought = true else if #self.units >= 10 then if not self.info_text then self.info_text = InfoText{group = main.current.ui} self.info_text:activate({ {text = '[fg]maximum number of units [yellow](10) [fg]reached', font = pixul_font, alignment = 'center'}, }, nil, nil, nil, nil, 16, 4, nil, 2) self.info_text.x, self.info_text.y = gw - 140, gh - 20 end self.t:after(2, function() self.info_text:deactivate(); self.info_text.dead = true; self.info_text = nil end, 'info_text') else if gold >= character_tiers[character] then gold = gold - character_tiers[character] self.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}} table.insert(self.units, {character = character, level = 1, reserve = {0, 0}}) bought = true end end end self:set_party_and_sets() return bought end function BuyScreen:gain_gold(amount) gold = gold + amount or 0 self.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}} end function BuyScreen:set_cards(level, dont_spawn_effect) if self.cards then for i = 1, 3 do if self.cards[i] then self.cards[i]:die(dont_spawn_effect) end end end self.cards = {} self.cards[1] = ShopCard{group = self.main, x = 60, y = 75, w = 80, h = 90, unit = random:table(tier_to_characters[random:weighted_pick(unpack(level_to_tier_weights[level or self.level]))]), parent = self, i = 1} self.cards[2] = ShopCard{group = self.main, x = 140, y = 75, w = 80, h = 90, unit = random:table(tier_to_characters[random:weighted_pick(unpack(level_to_tier_weights[level or self.level]))]), parent = self, i = 2} self.cards[3] = ShopCard{group = self.main, x = 220, y = 75, w = 80, h = 90, unit = random:table(tier_to_characters[random:weighted_pick(unpack(level_to_tier_weights[level or self.level]))]), parent = self, i = 3} end function BuyScreen:set_party_and_sets() if self.characters then for _, part in ipairs(self.characters) do part:die() end end self.characters = {} local y = 40 for i, unit in ipairs(self.units) do table.insert(self.characters, CharacterPart{group = self.main, x = gw - 30, y = y + (i-1)*20, character = unit.character, level = unit.level, reserve = unit.reserve, i = i, spawn_effect = unit.spawn_effect, parent = self}) unit.spawn_effect = false end if self.sets then for _, icon in ipairs(self.sets) do icon:die(true) end end self.sets = {} local classes = get_classes(self.units) for i, class in ipairs(classes) do local x, y if #classes <= 6 then x, y = math.index_to_coordinates(i, 2) else x, y = math.index_to_coordinates(i, 3) end table.insert(self.sets, ClassIcon{group = self.main, x = (#classes <= 6 and 319 or 308) + (x-1)*20, y = 45 + (y-1)*56, class = class, units = self.units, parent = self}) end end WishlistButton = Object:extend() WishlistButton:implement(GameObject) function WishlistButton:init(args) self:init_game_object(args) self.interact_with_mouse = true if self.w_to_wishlist then self.shape = Rectangle(self.x, self.y, 85, 18) self.text = Text({{text = '[bg10]w to wishlist', font = pixul_font, alignment = 'center'}}, global_text_tags) else self.shape = Rectangle(self.x, self.y, 110, 18) self.text = Text({{text = '[bg10]wishlist on steam', font = pixul_font, alignment = 'center'}}, global_text_tags) end end function WishlistButton:update(dt) self:update_game_object(dt) if self.selected and input.m1.pressed then ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.spring:pull(0.2, 200, 10) self.selected = true 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 function WishlistButton:draw() graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y) graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or bg[1]) self.text:draw(self.x, self.y + 1) graphics.pop() end function WishlistButton:on_mouse_enter() ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5} pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.selected = true if self.w_to_wishlist then self.text:set_text{{text = '[fgm5]w to wishlist', font = pixul_font, alignment = 'center'}} else self.text:set_text{{text = '[fgm5]wishlist on steam', font = pixul_font, alignment = 'center'}} end self.spring:pull(0.2, 200, 10) end function WishlistButton:on_mouse_exit() if self.w_to_wishlist then self.text:set_text{{text = '[bg10]w to wishlist', font = pixul_font, alignment = 'center'}} else self.text:set_text{{text = '[bg10]wishlist on steam', font = pixul_font, alignment = 'center'}} end self.selected = false end GoButton = Object:extend() GoButton:implement(GameObject) function GoButton:init(args) self:init_game_object(args) self.shape = Rectangle(self.x, self.y, 28, 18) self.interact_with_mouse = true self.text = Text({{text = '[bg10]GO!', font = pixul_font, alignment = 'center'}}, global_text_tags) end function GoButton:update(dt) self:update_game_object(dt) if self.selected and input.m1.pressed and not self.transitioning then if #self.parent.units == 0 then if not self.info_text then error1:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.info_text = InfoText{group = main.current.ui} self.info_text:activate({ {text = '[fg]cannot start the round with [yellow]0 [fg]units', font = pixul_font, alignment = 'center'}, }, nil, nil, nil, nil, 16, 4, nil, 2) self.info_text.x, self.info_text.y = gw/2, gh/2 + 10 end self.t:after(2, function() self.info_text:deactivate(); self.info_text.dead = true; self.info_text = nil end, 'info_text') else ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.spring:pull(0.2, 200, 10) self.selected = true ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} ui_transition1:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.transitioning = true TransitionEffect{group = main.transitions, x = self.x, y = self.y, color = character_colors[random:table(self.parent.units).character], transition_action = function() main:add(Arena'arena') main:go_to('arena', ((self.parent.first_screen and 1) or (self.parent.level + 1)), self.parent.units) end, text = Text({{text = '[wavy, bg]level ' .. ((self.parent.first_screen and 1) or (self.parent.level + 1)), font = pixul_font, alignment = 'center'}}, global_text_tags)} end end end function GoButton:draw() graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y) graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or bg[1]) self.text:draw(self.x, self.y + 1) graphics.pop() end function GoButton:on_mouse_enter() ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5} pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.selected = true self.text:set_text{{text = '[fgm5]GO!', font = pixul_font, alignment = 'center'}} self.spring:pull(0.2, 200, 10) end function GoButton:on_mouse_exit() self.text:set_text{{text = '[bg10]GO!', font = pixul_font, alignment = 'center'}} self.selected = false end RerollButton = Object:extend() RerollButton:implement(GameObject) function RerollButton:init(args) self:init_game_object(args) self.shape = Rectangle(self.x, self.y, 54, 16) self.interact_with_mouse = true self.text = Text({{text = '[bg10]reroll: [yellow]2', font = pixul_font, alignment = 'center'}}, global_text_tags) end function RerollButton:update(dt) self:update_game_object(dt) if self.selected and input.m1.pressed then if gold < 2 then self.spring:pull(0.2, 200, 10) self.selected = true error1:play{pitch = random:float(0.95, 1.05), volume = 0.5} if not self.info_text then self.info_text = InfoText{group = main.current.ui} self.info_text:activate({ {text = '[fg]not enough gold', font = pixul_font, alignment = 'center'}, }, nil, nil, nil, nil, 16, 4, nil, 2) self.info_text.x, self.info_text.y = gw/2, gh/2 + 10 end self.t:after(2, function() self.info_text:deactivate(); self.info_text.dead = true; self.info_text = nil end, 'info_text') else ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.parent:set_cards(random:int(1, 25), true) self.selected = true self.spring:pull(0.2, 200, 10) gold = gold - 2 self.parent.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}} end end end function RerollButton:draw() graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y) graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or bg[1]) self.text:draw(self.x, self.y + 1) graphics.pop() end function RerollButton:on_mouse_enter() ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5} pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.selected = true self.text:set_text{{text = '[fgm5]reroll: 2', font = pixul_font, alignment = 'center'}} self.spring:pull(0.2, 200, 10) end function RerollButton:on_mouse_exit() self.text:set_text{{text = '[bg10]reroll: [yellow]2', font = pixul_font, alignment = 'center'}} self.selected = false end CharacterPart = Object:extend() CharacterPart:implement(GameObject) function CharacterPart:init(args) self:init_game_object(args) self.shape = Rectangle(self.x, self.y, self.sx*20, self.sy*20) self.interact_with_mouse = true self.parts = {} local x = self.x - 20 if self.reserve then if self.reserve[2] and self.reserve[2] == 1 then table.insert(self.parts, CharacterPart{group = main.current.main, x = x, y = self.y, character = self.character, level = 2, i = self.i, parent = self}) x = x - 20 end for i = 1, self.reserve and self.reserve[1] or 0 do table.insert(self.parts, CharacterPart{group = main.current.main, x = x, y = self.y, character = self.character, level = 1, sx = 0.9, sy = 0.9, i = self.i, parent = self}) x = x - 20 end end self.spring:pull(0.2, 200, 10) if self.spawn_effect then SpawnEffect{group = main.current.effects, x = self.x, y = self.y, color = character_colors[self.character]} end self.just_created = true self.t:after(0.1, function() self.just_created = false end) end function CharacterPart:update(dt) self:update_game_object(dt) if self.selected and input.m2.pressed and not self.just_created then _G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} if self.reserve then self.parent:gain_gold(self:get_sale_price()) table.remove(self.parent.units, self.i) self:die() self.parent:set_party_and_sets() else self.parent.parent:gain_gold(self:get_sale_price()) self.parent.parent.units[self.i].reserve[self.level] = self.parent.parent.units[self.i].reserve[self.level] - 1 self:die() self.parent.parent:set_party_and_sets() end end end function CharacterPart:draw() graphics.push(self.x, self.y, 0, self.sx*self.spring.x, self.sy*self.spring.x) graphics.rectangle(self.x, self.y, 14, 14, 3, 3, character_colors[self.character]) graphics.print_centered(self.level, pixul_font, self.x + 0.5, self.y + 2, 0, 1, 1, 0, 0, _G[character_color_strings[self.character]][-5]) graphics.pop() end function CharacterPart:on_mouse_enter() ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5} self.selected = true self.spring:pull(0.2, 200, 10) self.info_text = InfoText{group = main.current.ui} self.info_text:activate({ {text = '[' .. character_color_strings[self.character] .. ']' .. self.character:capitalize() .. '[fg] - [yellow]Lv.' .. self.level .. '[fg] - sells for [yellow]' .. self:get_sale_price(), font = pixul_font, alignment = 'center', height_multiplier = 1.25}, {text = character_descriptions[self.character](get_character_stat(self.character, self.level, 'dmg')), font = pixul_font, alignment = 'center'}, }, nil, nil, nil, nil, 16, 4, nil, 2) self.info_text.x, self.info_text.y = gw/2, gh/2 + 10 end function CharacterPart:get_sale_price() local total = 0 total = total + ((self.level == 1 and 1) or (self.level == 2 and 4) or (self.level == 3 and 8)) if self.reserve then if self.reserve[2] then total = total + self.reserve[2]*4 end if self.reserve[1] then total = total + self.reserve[1] end end return total end function CharacterPart:on_mouse_exit() self.selected = false self.info_text:deactivate() self.info_text.dead = true self.info_text = nil end function CharacterPart:die() self.dead = true for _, part in ipairs(self.parts) do part:die() end if self.info_text then self.info_text:deactivate() self.info_text.dead = true self.info_text = nil end end ShopCard = Object:extend() ShopCard:implement(GameObject) function ShopCard:init(args) self:init_game_object(args) self.shape = Rectangle(self.x, self.y, self.w, self.h) self.interact_with_mouse = true self.character_icon = CharacterIcon{group = main.current.effects, x = self.x, y = self.y - 26, character = self.unit, parent = self} self.class_icons = {} for i, class in ipairs(character_classes[self.unit]) do local x = self.x if #character_classes[self.unit] == 2 then x = self.x - 10 elseif #character_classes[self.unit] == 3 then x = self.x - 20 end table.insert(self.class_icons, ClassIcon{group = main.current.effects, x = x + (i-1)*20, y = self.y + 6, class = class, character = self.unit, units = self.parent.units, parent = self}) end self.cost = character_tiers[self.unit] self.spring:pull(0.2, 200, 10) end function ShopCard:update(dt) self:update_game_object(dt) if self.selected and input.m1.pressed then if self.parent:buy(self.unit, self.i) then ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} _G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} self:die() self.parent.cards[self.i] = nil else error1:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.spring:pull(0.2, 200, 10) self.character_icon.spring:pull(0.2, 200, 10) for _, ci in ipairs(self.class_icons) do ci.spring:pull(0.2, 200, 10) end end end end function ShopCard:select() self.selected = true self.spring:pull(0.2, 200, 10) self.t:every_immediate(1.4, function() if self.selected then self.t:tween(0.7, self, {sx = 0.97, sy = 0.97, plus_r = -math.pi/32}, math.linear, function() self.t:tween(0.7, self, {sx = 1.03, sy = 1.03, plus_r = math.pi/32}, math.linear, nil, 'pulse_1') end, 'pulse_2') end end, nil, nil, 'pulse') end function ShopCard:unselect() self.selected = false self.t:cancel'pulse' self.t:cancel'pulse_1' self.t:cancel'pulse_2' self.t:tween(0.1, self, {sx = 1, sy = 1, plus_r = 0}, math.linear, function() self.sx, self.sy, self.plus_r = 1, 1, 0 end, 'pulse') end function ShopCard:draw() graphics.push(self.x, self.y, 0, self.sx*self.spring.x, self.sy*self.spring.x) if self.selected then graphics.rectangle(self.x, self.y, self.w, self.h, 6, 6, bg[-1]) end graphics.pop() end function ShopCard:on_mouse_enter() ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5} pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5} self.selected = true self.spring:pull(0.1) self.character_icon.spring:pull(0.1, 200, 10) for _, class_icon in ipairs(self.class_icons) do class_icon.selected = true class_icon.spring:pull(0.1, 200, 10) end end function ShopCard:on_mouse_exit() self.selected = false for _, class_icon in ipairs(self.class_icons) do class_icon.selected = false end end function ShopCard:die(dont_spawn_effect) self.dead = true self.character_icon:die(dont_spawn_effect) for _, class_icon in ipairs(self.class_icons) do class_icon:die(dont_spawn_effect) end if self.info_text then self.info_text:deactivate() self.info_text.dead = true self.info_text = nil end end CharacterIcon = Object:extend() CharacterIcon:implement(GameObject) function CharacterIcon:init(args) self:init_game_object(args) self.shape = Rectangle(self.x, self.y, 40, 20) self.interact_with_mouse = true self.character_text = Text({{text = '[' .. character_color_strings[self.character] .. ']' .. self.character, font = pixul_font, alignment = 'center'}}, global_text_tags) end function CharacterIcon:update(dt) self:update_game_object(dt) self.character_text:update(dt) end function CharacterIcon:draw() graphics.push(self.x, self.y, 0, self.sx*self.spring.x, self.sy*self.spring.x) graphics.rectangle(self.x, self.y - 7, 14, 14, 3, 3, character_colors[self.character]) graphics.print_centered(self.parent.cost, pixul_font, self.x + 0.5, self.y - 5, 0, 1, 1, 0, 0, _G[character_color_strings[self.character]][-5]) self.character_text:draw(self.x, self.y + 10) graphics.pop() end function CharacterIcon:on_mouse_enter() ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5} self.spring:pull(0.2, 200, 10) self.info_text = InfoText{group = main.current.ui} self.info_text:activate({ {text = '[' .. character_color_strings[self.character] .. ']' .. self.character:capitalize() .. '[fg] - cost: [yellow]' .. self.parent.cost, font = pixul_font, alignment = 'center', height_multiplier = 1.25}, {text = character_descriptions[self.character](get_character_stat(self.character, 1, 'dmg')), font = pixul_font, alignment = 'center'}, }, nil, nil, nil, nil, 16, 4, nil, 2) self.info_text.x, self.info_text.y = gw/2, gh/2 + 10 end function CharacterIcon:on_mouse_exit() self.info_text:deactivate() self.info_text.dead = true self.info_text = nil end function CharacterIcon:die(dont_spawn_effect) self.dead = true if not dont_spawn_effect then SpawnEffect{group = main.current.effects, x = self.x, y = self.y + 4, color = character_colors[self.character]} end if self.info_text then self.info_text:deactivate() self.info_text.dead = true self.info_text = nil end end ClassIcon = Object:extend() ClassIcon:implement(GameObject) function ClassIcon:init(args) self:init_game_object(args) self.shape = Rectangle(self.x, self.y + 11, 20, 40) self.interact_with_mouse = true self.t:every(0.5, function() self.flash = not self.flash end) self.spring:pull(0.2, 200, 10) end function ClassIcon:update(dt) self:update_game_object(dt) end function ClassIcon:draw() graphics.push(self.x, self.y, 0, self.sx*self.spring.x, self.sy*self.spring.x) local i, j, n = class_set_numbers[self.class](self.units) local next_n if self.parent:is(ShopCard) then next_n = n+1 if next_n > j then next_n = nil end if table.any(self.units, function(v) return v.character == self.character end) then next_n = nil end end graphics.rectangle(self.x, self.y, 16, 24, 4, 4, (n >= i) and class_colors[self.class] or bg[3]) _G[self.class]:draw(self.x, self.y, 0, 0.3, 0.3, 0, 0, (n >= i) and _G[class_color_strings[self.class]][-5] or bg[10]) graphics.rectangle(self.x, self.y + 26, 16, 16, 3, 3, bg[3]) if i == 2 then graphics.line(self.x - 3, self.y + 20, self.x - 3, self.y + 25, (n >= 1) and class_colors[self.class] or bg[10], 3) graphics.line(self.x - 3, self.y + 27, self.x - 3, self.y + 32, (n >= 2) and class_colors[self.class] or bg[10], 3) graphics.line(self.x + 4, self.y + 20, self.x + 4, self.y + 25, (n >= 3) and class_colors[self.class] or bg[10], 3) graphics.line(self.x + 4, self.y + 27, self.x + 4, self.y + 32, (n >= 4) and class_colors[self.class] or bg[10], 3) if next_n then if next_n == 1 then graphics.line(self.x - 3, self.y + 20, self.x - 3, self.y + 25, self.flash and class_colors[self.class] or bg[10], 3) elseif next_n == 2 then graphics.line(self.x - 3, self.y + 27, self.x - 3, self.y + 32, self.flash and class_colors[self.class] or bg[10], 3) elseif next_n == 3 then graphics.line(self.x + 4, self.y + 20, self.x + 4, self.y + 25, self.flash and class_colors[self.class] or bg[10], 3) elseif next_n == 4 then graphics.line(self.x + 4, self.y + 27, self.x + 4, self.y + 32, self.flash and class_colors[self.class] or bg[10], 3) end end elseif i == 3 then graphics.line(self.x - 4, self.y + 22, self.x - 4, self.y + 30, (n >= 1) and class_colors[self.class] or bg[10], 2) graphics.line(self.x, self.y + 22, self.x, self.y + 30, (n >= 2) and class_colors[self.class] or bg[10], 2) graphics.line(self.x + 4, self.y + 22, self.x + 4, self.y + 30, (n >= 3) and class_colors[self.class] or bg[10], 2) if next_n then if next_n == 1 then graphics.line(self.x - 4, self.y + 22, self.x - 4, self.y + 30, self.flash and class_colors[self.class] or bg[10], 2) elseif next_n == 2 then graphics.line(self.x, self.y + 22, self.x, self.y + 30, self.flash and class_colors[self.class] or bg[10], 2) elseif next_n == 3 then graphics.line(self.x + 4, self.y + 22, self.x + 4, self.y + 30, self.flash and class_colors[self.class] or bg[10], 2) end end elseif i == 1 then graphics.line(self.x - 3, self.y + 22, self.x - 3, self.y + 30, (n >= 1) and class_colors[self.class] or bg[10], 3) graphics.line(self.x + 4, self.y + 22, self.x + 4, self.y + 30, (n >= 2) and class_colors[self.class] or bg[10], 3) if next_n then if next_n == 1 then graphics.line(self.x - 3, self.y + 22, self.x - 3, self.y + 30, (n >= 1) and class_colors[self.class] or bg[10], 3) elseif next_n == 2 then graphics.line(self.x + 4, self.y + 22, self.x + 4, self.y + 30, (n >= 2) and class_colors[self.class] or bg[10], 3) end end end graphics.pop() end function ClassIcon:on_mouse_enter() ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5} self.spring:pull(0.2, 200, 10) local i, j, owned = class_set_numbers[self.class](self.units) self.info_text = InfoText{group = main.current.ui} self.info_text:activate({ {text = '[' .. class_color_strings[self.class] .. ']' .. self.class:capitalize() .. '[fg] - owned: [yellow]' .. owned, font = pixul_font, alignment = 'center', height_multiplier = 1.25}, {text = class_descriptions[self.class]((owned >= j and 2) or (owned >= i and 1) or 0), font = pixul_font, alignment = 'center'}, }, nil, nil, nil, nil, 16, 4, nil, 2) self.info_text.x, self.info_text.y = gw/2, gh/2 + 10 end function ClassIcon:on_mouse_exit() self.info_text:deactivate() self.info_text.dead = true self.info_text = nil end function ClassIcon:die(dont_spawn_effect) self.dead = true local i, j, n = class_set_numbers[self.class](self.units) if not dont_spawn_effect then SpawnEffect{group = main.current.effects, x = self.x, y = self.y + 4, color = (n >= i) and class_colors[self.class] or bg[3]} end if self.info_text then self.info_text:deactivate() self.info_text.dead = true self.info_text = nil end end