MainMenu = Object:extend() MainMenu:implement(State) MainMenu:implement(GameObject) function MainMenu:init(name) self:init_state(name) self:init_game_object() end function MainMenu:on_enter(from) slow_amount = 1 trigger:tween(2, main_song_instance, {volume = 0.5, pitch = 1}, math.linear) steam.friends.setRichPresence('steam_display', '#StatusFull') steam.friends.setRichPresence('text', 'Main Menu') self.floor = Group() self.main = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile', 'force_field', 'ghost'}) self.post_main = Group() self.effects = Group() self.main_ui = Group():no_camera() self.ui = Group():no_camera() 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:disable_collision_between('player', 'force_field') self.main:disable_collision_between('projectile', 'force_field') self.main:disable_collision_between('ghost', 'player') self.main:disable_collision_between('ghost', 'projectile') self.main:disable_collision_between('ghost', 'enemy') self.main:disable_collision_between('ghost', 'enemy_projectile') self.main:disable_collision_between('ghost', 'ghost') self.main:disable_collision_between('ghost', 'force_field') self.main:enable_trigger_between('projectile', 'enemy') self.main:enable_trigger_between('enemy_projectile', 'player') self.main:enable_trigger_between('player', 'enemy_projectile') self.main:enable_trigger_between('enemy_projectile', 'enemy') self.main:enable_trigger_between('player', 'ghost') self.enemies = {Seeker, EnemyCritter} -- 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.w, self.h = self.x2 - self.x1, self.y2 - self.y1 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]} self.t:every(0.375, function() local p = random:table(star_positions) Star{group = star_group, x = p.x, y = p.y} end) self.units = { {character = 'vagrant', level = 1}, {character = 'magician', level = 1}, {character = 'bane', level = 1}, {character = 'scout', level = 1}, {character = 'cannoneer', level = 1}, {character = 'swordsman', level = 1}, {character = 'archer', level = 1}, } for i, unit in ipairs(self.units) do if i == 1 then self.player = Player{group = self.main, x = gw/2 + random:float(-48, 48), y = gh/2 + 16 + random:float(-48, 48), leader = true, character = unit.character, level = unit.level, passives = self.passives, ii = i} else self.player:add_follower(Player{group = self.main, character = unit.character, level = unit.level, passives = self.passives, ii = i}) end end self.title_text = Text({{text = '[wavy_mid, fg]SNKRX', font = fat_font, alignment = 'center'}}, global_text_tags) self.arena_run_button = Button{group = self.main_ui, x = 55, y = gh/2 - 10, force_update = true, button_text = 'arena run', fg_color = 'bg10', bg_color = 'bg', action = function(b) 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 = state.dark_transitions and bg[-2] or fg[0], transition_action = function() self.transitioning = true slow_amount = 1 local run = system.load_run() run_passive_pool = run.run_passive_pool or { 'centipede', 'ouroboros_technique_r', 'ouroboros_technique_l', 'amplify', 'resonance', 'ballista', 'call_of_the_void', 'crucio', 'speed_3', 'damage_4', 'shoot_5', 'death_6', 'lasting_7', 'defensive_stance', 'offensive_stance', 'kinetic_bomb', 'porcupine_technique', 'last_stand', 'seeping', 'deceleration', 'annihilation', 'malediction', 'hextouch', 'whispers_of_doom', 'tremor', 'heavy_impact', 'fracture', 'meat_shield', 'hive', 'baneling_burst', 'blunt_arrow', 'explosive_arrow', 'divine_machine_arrow', 'chronomancy', 'awakening', 'divine_punishment', 'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism', 'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance' } gold = run.gold or 3 passives = run.passives or {} locked_state = run.locked_state system.save_state() main:add(BuyScreen'buy_screen') main:go_to('buy_screen', run.level or 1, run.units or {}, passives, run.shop_level or 1, run.shop_xp or 0) end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']starting...', font = pixul_font, alignment = 'center'}}, global_text_tags)} end} self.options_button = Button{group = self.main_ui, x = 47, y = gh/2 + 12, force_update = true, button_text = 'options', fg_color = 'bg10', bg_color = 'bg', action = function(b) if not self.paused then open_options(self) else close_options(self) end end} self.quit_button = Button{group = self.main_ui, x = 37, y = gh/2 + 34, force_update = true, button_text = 'quit', fg_color = 'bg10', bg_color = 'bg', action = function(b) system.save_state() steam.shutdown() love.event.quit() end} self.t:every(2, function() self.soundtrack_button.spring:pull(0.025, 200, 10) end) self.soundtrack_button = Button{group = self.main_ui, x = gw - 72, y = gh - 17, force_update = true, button_text = 'buy the soundtrack!', fg_color = 'bg10', bg_color = 'bg', action = function(b) ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} b.spring:pull(0.2, 200, 10) b.selected = true ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} system.open_url('https://kubbimusic.com/album/ember') end} end function MainMenu:on_exit() self.floor:destroy() self.main:destroy() self.post_main:destroy() self.effects:destroy() self.ui:destroy() self.main_ui:destroy() self.t:destroy() self.floor = nil self.main = nil self.post_main = nil self.effects = nil self.ui = nil self.units = nil self.player = nil self.t = nil self.springs = nil self.flashes = nil self.hfx = nil self.title_text = nil end function MainMenu:update(dt) if main_song_instance:isStopped() then main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5} end if input.escape.pressed then if not self.paused then open_options(self) else close_options(self) end end self:update_game_object(dt*slow_amount) if not self.paused and not self.transitioning then star_group:update(dt*slow_amount) self.floor:update(dt*slow_amount) self.main:update(dt*slow_amount) self.post_main:update(dt*slow_amount) self.effects:update(dt*slow_amount) self.main_ui:update(dt*slow_amount) if self.title_text then self.title_text:update(dt) end self.ui:update(dt*slow_amount) else self.ui:update(dt*slow_amount) end end function MainMenu:draw() self.floor:draw() self.main:draw() self.post_main:draw() self.effects:draw() graphics.draw_with_mask(function() star_canvas:draw(0, 0, 0, 1, 1) end, function() camera:attach() graphics.rectangle(gw/2, gh/2, self.w, self.h, nil, nil, fg[0]) camera:detach() end, true) graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) self.main_ui:draw() self.title_text:draw(60, gh/2 - 40) if self.paused then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end self.ui:draw() end