SpawnMarker = Object:extend() SpawnMarker:implement(GameObject) function SpawnMarker:init(args) self:init_game_object(args) self.color = red[0] self.r = random:float(0, 2*math.pi) self.spring:pull(random:float(0.4, 0.6), 200, 10) self.t:after(0.75, function() self.dead = true end) self.m = 1 self.n = 0 pop3:play{pitch = 1, volume = 0.15} self.t:every({0.13, 0.16}, function() self.hidden = not self.hidden self.m = self.m*random:float(0.84, 0.87) end, nil, nil, 'blink') end function SpawnMarker:update(dt) self:update_game_object(dt) self.t:set_every_multiplier('blink', self.m) end function SpawnMarker:draw() if self.hidden then return end graphics.push(self.x, self.y, self.r, self.spring.x, self.spring.x) graphics.push(self.x, self.y, self.r + math.pi/4) graphics.rectangle(self.x, self.y, 24, 6, 4, 4, self.color) graphics.pop() graphics.push(self.x, self.y, self.r + 3*math.pi/4) graphics.rectangle(self.x, self.y, 24, 6, 4, 4, self.color) graphics.pop() graphics.pop() end LightningLine = Object:extend() LightningLine:implement(GameObject) function LightningLine:init(args) self:init_game_object(args) self.lines = {} table.insert(self.lines, {x1 = self.src.x, y1 = self.src.y, x2 = self.dst.x, y2 = self.dst.y}) self.w = 3 self.generations = args.generations or 3 self.max_offset = args.max_offset or 8 self:generate() self.t:tween(self.duration or 0.1, self, {w = 1}, math.linear, function() self.dead = true end) self.color = args.color or blue[0] HitCircle{group = main.current.effects, x = self.src.x, y = self.src.y, rs = 6, color = fg[0], duration = self.duration or 0.1} for i = 1, 2 do HitParticle{group = main.current.effects, x = self.src.x, y = self.src.y, color = self.color} end HitCircle{group = main.current.effects, x = self.dst.x, y = self.dst.y, rs = 6, color = fg[0], duration = self.duration or 0.1} HitParticle{group = main.current.effects, x = self.dst.x, y = self.dst.y, color = self.color} end function LightningLine:update(dt) self:update_game_object(dt) end function LightningLine:draw() graphics.polyline(self.color, self.w, unpack(self.points)) end function LightningLine:generate() local offset_amount = self.max_offset local lines = self.lines for j = 1, self.generations do for i = #self.lines, 1, -1 do local x1, y1 = self.lines[i].x1, self.lines[i].y1 local x2, y2 = self.lines[i].x2, self.lines[i].y2 table.remove(self.lines, i) local x, y = (x1+x2)/2, (y1+y2)/2 local p = Vector(x2-x1, y2-y1):normalize():perpendicular() x = x + p.x*random:float(-offset_amount, offset_amount) y = y + p.y*random:float(-offset_amount, offset_amount) table.insert(self.lines, {x1 = x1, y1 = y1, x2 = x, y2 = y}) table.insert(self.lines, {x1 = x, y1 = y, x2 = x2, y2 = y2}) end offset_amount = offset_amount/2 end self.points = {} while #self.lines > 0 do local min_d, min_i = 1000000, 0 for i, line in ipairs(self.lines) do local d = math.distance(self.src.x, self.src.y, line.x1, line.y1) if d < min_d then min_d = d min_i = i end end local line = table.remove(self.lines, min_i) if line then table.insert(self.points, line.x1) table.insert(self.points, line.y1) end end end WallKnife = Object:extend() WallKnife:implement(GameObject) WallKnife:implement(Physics) function WallKnife:init(args) self:init_game_object(args) self:set_as_rectangle(10, 4, 'dynamic', 'projectile') self.hfx:add('hit', 1) self.hfx:use('hit', 0.25) self.t:tween({0.8, 1.6}, self, {v = 0}, math.linear, function() self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end) end) self.vr = self.r self.dvr = random:table{random:float(-8*math.pi, -4*math.pi), random:float(4*math.pi, 8*math.pi)} end function WallKnife:update(dt) self:update_game_object(dt) self:set_angle(self.r) self:move_along_angle(self.v, self.r) self.vr = self.vr + self.dvr*dt end function WallKnife:draw() if self.hidden then return end graphics.push(self.x, self.y, self.vr, 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 WallArrow = Object:extend() WallArrow:implement(GameObject) function WallArrow:init(args) self:init_game_object(args) self.shape = Rectangle(self.x, self.y, 10, 4) self.hfx:add('hit', 1) self.hfx:use('hit', 0.25) self.t:after({0.8, 2}, function() self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end) end) end function WallArrow:update(dt) self:update_game_object(dt) end function WallArrow:draw() if self.hidden 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 Unit = Object:extend() function Unit:init_unit() self.level = self.level or 1 self.hfx:add('hit', 1) self.hfx:add('shoot', 1) self.hp_bar = HPBar{group = main.current.effects, parent = self} self.effect_bar = EffectBar{group = main.current.effects, parent = self} end function Unit:bounce(nx, ny) local vx, vy = self:get_velocity() if nx == 0 then self:set_velocity(vx, -vy) self.r = 2*math.pi - self.r end if ny == 0 then self:set_velocity(-vx, vy) self.r = math.pi - self.r end return self.r end function Unit:show_hp(n) self.hp_bar.hidden = false self.hp_bar.color = red[0] self.t:after(n or 2, function() self.hp_bar.hidden = true end, 'hp_bar') end function Unit:show_heal(n) self.effect_bar.hidden = false self.effect_bar.color = green[0] self.t:after(n or 4, function() self.effect_bar.hidden = true end, 'effect_bar') end function Unit:show_infused(n) self.effect_bar.hidden = false self.effect_bar.color = blue[0] self.t:after(n or 4, function() self.effect_bar.hidden = true end, 'effect_bar') end function Unit:calculate_damage(dmg) if self.def >= 0 then dmg = dmg*(100/(100+self.def)) else dmg = dmg*(2 - 100/(100+self.def)) end return dmg end function Unit:calculate_stats(first_run) if self:is(Player) then self.base_hp = 100*math.pow(2, self.level-1) self.base_dmg = 10*math.pow(2, self.level-1) self.base_mvspd = 75 elseif self:is(Seeker) then if self.boss then local x = self.level local y = {0, 0, 3, 0, 0, 6, 0, 0, 9, 0, 0, 12, 0, 0, 15, 0, 0, 18, 0, 0, 21, 0, 0, 24, 25} self.base_hp = 100 + (new_game_plus*10) + (90 + new_game_plus*14)*y[x] self.base_dmg = (25 + new_game_plus*10) + (7 + new_game_plus*4)*y[x] self.base_mvspd = 35 + 1.5*y[x] else local x = self.level local y = {0, 1, 3, 3, 4, 6, 5, 6, 9, 7, 8, 12, 10, 11, 15, 12, 13, 18, 16, 17, 21, 17, 20, 24, 25} self.base_hp = 22 + (new_game_plus*3) + (17 + new_game_plus*2.6)*y[x] self.base_dmg = (4 + new_game_plus*1.5) + (2.2 + new_game_plus)*y[x] self.base_mvspd = 70 + 3*y[x] end elseif self:is(Saboteur) then self.base_hp = 100*math.pow(2, self.level-1) self.base_dmg = 10*math.pow(2, self.level-1) self.base_mvspd = 75 elseif self:is(EnemyCritter) or self:is(Critter) then local x = self.level local y = {0, 1, 3, 3, 4, 6, 5, 6, 9, 7, 8, 12, 10, 11, 15, 12, 13, 18, 16, 17, 21, 17, 20, 24, 25} self.base_hp = 25 + 30*y[x] self.base_dmg = 10 + 3*y[x] self.base_mvspd = 60 + 3*y[x] elseif self:is(Overlord) then self.base_hp = 50*math.pow(2, self.level-1) self.base_dmg = 10*math.pow(2, self.level-1) self.base_mvspd = 40 end self.base_aspd_m = 1 self.base_area_dmg_m = 1 self.base_area_size_m = 1 self.base_def = 25 self.class_hp_a = 0 self.class_dmg_a = 0 self.class_def_a = 0 self.class_mvspd_a = 0 self.class_hp_m = 1 self.class_dmg_m = 1 self.class_aspd_m = 1 self.class_area_dmg_m = 1 self.class_area_size_m = 1 self.class_def_m = 1 self.class_mvspd_m = 1 if first_run then self.buff_hp_a = 0 self.buff_dmg_a = 0 self.buff_def_a = 0 self.buff_mvspd_a = 0 self.buff_hp_m = 1 self.buff_dmg_m = 1 self.buff_aspd_m = 1 self.buff_area_dmg_m = 1 self.buff_area_size_m = 1 self.buff_def_m = 1 self.buff_mvspd_m = 1 end for _, class in ipairs(self.classes) do self.class_hp_m = self.class_hp_m*class_stat_multipliers[class].hp end self.max_hp = (self.base_hp + self.class_hp_a + self.buff_hp_a)*self.class_hp_m*self.buff_hp_m if first_run then self.hp = self.max_hp end for _, class in ipairs(self.classes) do self.class_dmg_m = self.class_dmg_m*class_stat_multipliers[class].dmg end self.dmg = (self.base_dmg + self.class_dmg_a + self.buff_dmg_a)*self.class_dmg_m*self.buff_dmg_m for _, class in ipairs(self.classes) do self.class_aspd_m = self.class_aspd_m*class_stat_multipliers[class].aspd end self.aspd_m = 1/(self.base_aspd_m*self.class_aspd_m*self.buff_aspd_m) for _, class in ipairs(self.classes) do self.class_area_dmg_m = self.class_area_dmg_m*class_stat_multipliers[class].area_dmg end self.area_dmg_m = self.base_area_dmg_m*self.class_area_dmg_m*self.buff_area_dmg_m for _, class in ipairs(self.classes) do self.class_area_size_m = self.class_area_size_m*class_stat_multipliers[class].area_size end self.area_size_m = self.base_area_size_m*self.class_area_size_m*self.buff_area_size_m for _, class in ipairs(self.classes) do self.class_def_m = self.class_def_m*class_stat_multipliers[class].def end self.def = (self.base_def + self.class_def_a + self.buff_def_a)*self.class_def_m*self.buff_def_m for _, class in ipairs(self.classes) do self.class_mvspd_m = self.class_mvspd_m*class_stat_multipliers[class].mvspd end self.max_v = (self.base_mvspd + self.class_mvspd_a + self.buff_mvspd_a)*self.class_mvspd_m*self.buff_mvspd_m self.v = (self.base_mvspd + self.class_mvspd_a + self.buff_mvspd_a)*self.class_mvspd_m*self.buff_mvspd_m end EffectBar = Object:extend() EffectBar:implement(GameObject) EffectBar:implement(Parent) function EffectBar:init(args) self:init_game_object(args) self.hidden = true self.color = fg[0] end function EffectBar:update(dt) self:update_game_object(dt) self:follow_parent_exclusively() end function EffectBar:draw() if self.hidden then return end --[[ local p = self.parent graphics.push(p.x, p.y, p.r, p.hfx.hit.x, p.hfx.hit.x) graphics.rectangle(p.x, p.y, 3, 3, 1, 1, self.color) graphics.pop() ]]-- end HPBar = Object:extend() HPBar:implement(GameObject) HPBar:implement(Parent) function HPBar:init(args) self:init_game_object(args) self.hidden = true end function HPBar:update(dt) self:update_game_object(dt) self:follow_parent_exclusively() end function HPBar:draw() if self.hidden then return end local p = self.parent graphics.push(p.x, p.y, 0, p.hfx.hit.x, p.hfx.hit.x) graphics.line(p.x - 0.5*p.shape.w, p.y - p.shape.h, p.x + 0.5*p.shape.w, p.y - p.shape.h, bg[-3], 2) local n = math.remap(p.hp, 0, p.max_hp, 0, 1) graphics.line(p.x - 0.5*p.shape.w, p.y - p.shape.h, p.x - 0.5*p.shape.w + n*p.shape.w, p.y - p.shape.h, p.hfx.hit.f and fg[0] or ((p:is(Player) and green[0]) or (table.any(main.current.enemies, function(v) return p:is(v) end) and red[0])), 2) graphics.pop() end