732 lines
27 KiB
Lua
732 lines
27 KiB
Lua
BuyScreen = Object:extend()
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BuyScreen:implement(State)
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BuyScreen:implement(GameObject)
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function BuyScreen:init(name)
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self:init_state(name)
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self:init_game_object()
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end
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function BuyScreen:on_exit()
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self.main:destroy()
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self.effects:destroy()
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self.ui:destroy()
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self.main = nil
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self.effects = nil
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self.ui = nil
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self.shop_text = nil
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self.party_text = nil
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self.sets_text = nil
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self.items_text = nil
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self.under_text = nil
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self.characters = nil
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self.sets = nil
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self.cards = nil
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self.info_text = nil
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end
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function BuyScreen:on_enter(from, level, units)
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self.level = level
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self.units = units
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camera.x, camera.y = gw/2, gh/2
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if self.level == 0 then
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cascade_instance = cascade:play{volume = 0.5, loop = true}
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self.level = 1
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self.first_screen = true
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end
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self.main = Group()
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self.effects = Group()
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self.ui = Group()
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self:set_cards()
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self:set_party_and_sets()
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self.shop_text = Text({{text = '[wavy_mid, fg]shop [fg]- gold: [yellow]' .. gold, font = pixul_font, alignment = 'center'}}, global_text_tags)
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self.party_text = Text({{text = '[wavy_mid, fg]party', font = pixul_font, alignment = 'center'}}, global_text_tags)
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self.sets_text = Text({{text = '[wavy_mid, fg]sets', font = pixul_font, alignment = 'center'}}, global_text_tags)
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self.items_text = Text({{text = '[wavy_mid, fg]items', font = pixul_font, alignment = 'center'}}, global_text_tags)
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self.under_text = Text2{group = self.main, x = 140, y = gh - 55, r = -math.pi/48, lines = {
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{text = '[light_bg]under', font = fat_font, alignment = 'center'},
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{text = '[light_bg]construction', font = fat_font, alignment = 'center'},
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}}
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if not self.first_screen then RerollButton{group = self.main, x = 150, y = 18, parent = self} end
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GoButton{group = self.main, x = gw - 30, y = gh - 20, parent = self}
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WishlistButton{group = self.main, x = gw - 147, y = gh - 20, parent = self}
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end
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function BuyScreen:update(dt)
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self:update_game_object(dt*slow_amount)
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cascade_instance.pitch = 1
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self.main:update(dt*slow_amount)
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self.effects:update(dt*slow_amount)
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self.ui:update(dt*slow_amount)
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if self.shop_text then self.shop_text:update(dt) end
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if self.sets_text then self.sets_text:update(dt) end
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if self.party_text then self.party_text:update(dt) end
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if self.items_text then self.items_text:update(dt) end
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end
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function BuyScreen:draw()
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self.main:draw()
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self.effects:draw()
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if self.items_text then self.items_text:draw(32, 150) end
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self.ui:draw()
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if self.shop_text then self.shop_text:draw(64, 20) end
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if self.sets_text then self.sets_text:draw(328, 20) end
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if self.party_text then self.party_text:draw(440, 20) end
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end
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function BuyScreen:buy(character, i)
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local bought
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if table.any(self.units, function(v) return v.character == character end) and gold >= character_tiers[character] then
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gold = gold - character_tiers[character]
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self.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
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for _, unit in ipairs(self.units) do
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if unit.character == character then
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if unit.level == 1 then
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unit.reserve[1] = unit.reserve[1] + 1
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if unit.reserve[1] > 1 then
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unit.reserve[1] = 0
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unit.level = 2
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unit.spawn_effect = true
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end
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elseif unit.level == 2 then
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unit.reserve[1] = unit.reserve[1] + 1
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if unit.reserve[1] > 2 then
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if unit.reserve[2] == 1 then
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unit.reserve[2] = 0
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unit.reserve[1] = 0
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unit.level = 3
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unit.spawn_effect = true
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else
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unit.reserve[2] = unit.reserve[2] + 1
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unit.reserve[1] = 0
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end
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end
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end
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end
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end
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bought = true
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else
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if #self.units >= 10 then
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if not self.info_text then
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self.info_text = InfoText{group = main.current.ui}
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self.info_text:activate({
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{text = '[fg]maximum number of units [yellow](10) [fg]reached', font = pixul_font, alignment = 'center'},
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}, nil, nil, nil, nil, 16, 4, nil, 2)
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self.info_text.x, self.info_text.y = gw - 140, gh - 20
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end
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self.t:after(2, function() self.info_text:deactivate(); self.info_text.dead = true; self.info_text = nil end, 'info_text')
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else
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if gold >= character_tiers[character] then
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gold = gold - character_tiers[character]
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self.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
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table.insert(self.units, {character = character, level = 1, reserve = {0, 0}})
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bought = true
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end
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end
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end
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self:set_party_and_sets()
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return bought
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end
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function BuyScreen:gain_gold(amount)
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gold = gold + amount or 0
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self.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
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end
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function BuyScreen:set_cards(level, dont_spawn_effect)
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if self.cards then for i = 1, 3 do if self.cards[i] then self.cards[i]:die(dont_spawn_effect) end end end
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self.cards = {}
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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}
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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}
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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}
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end
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function BuyScreen:set_party_and_sets()
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if self.characters then for _, part in ipairs(self.characters) do part:die() end end
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self.characters = {}
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local y = 40
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for i, unit in ipairs(self.units) do
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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})
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unit.spawn_effect = false
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end
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if self.sets then for _, icon in ipairs(self.sets) do icon:die(true) end end
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self.sets = {}
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local classes = get_classes(self.units)
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for i, class in ipairs(classes) do
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local x, y
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if #classes <= 6 then x, y = math.index_to_coordinates(i, 2)
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else x, y = math.index_to_coordinates(i, 3) end
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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})
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end
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end
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WishlistButton = Object:extend()
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WishlistButton:implement(GameObject)
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function WishlistButton:init(args)
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self:init_game_object(args)
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self.interact_with_mouse = true
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if self.w_to_wishlist then
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self.shape = Rectangle(self.x, self.y, 85, 18)
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self.text = Text({{text = '[bg10]w to wishlist', font = pixul_font, alignment = 'center'}}, global_text_tags)
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else
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self.shape = Rectangle(self.x, self.y, 110, 18)
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self.text = Text({{text = '[bg10]wishlist on steam', font = pixul_font, alignment = 'center'}}, global_text_tags)
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end
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end
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function WishlistButton:update(dt)
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self:update_game_object(dt)
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if self.selected and input.m1.pressed then
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ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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self.spring:pull(0.2, 200, 10)
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self.selected = true
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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system.open_url'https://store.steampowered.com/app/915310/SNKRX/'
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end
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end
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function WishlistButton:draw()
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graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y)
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graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or bg[1])
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self.text:draw(self.x, self.y + 1)
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graphics.pop()
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end
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function WishlistButton:on_mouse_enter()
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ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
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pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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self.selected = true
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if self.w_to_wishlist then
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self.text:set_text{{text = '[fgm5]w to wishlist', font = pixul_font, alignment = 'center'}}
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else
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self.text:set_text{{text = '[fgm5]wishlist on steam', font = pixul_font, alignment = 'center'}}
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end
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self.spring:pull(0.2, 200, 10)
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end
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function WishlistButton:on_mouse_exit()
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if self.w_to_wishlist then
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self.text:set_text{{text = '[bg10]w to wishlist', font = pixul_font, alignment = 'center'}}
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else
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self.text:set_text{{text = '[bg10]wishlist on steam', font = pixul_font, alignment = 'center'}}
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end
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self.selected = false
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end
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GoButton = Object:extend()
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GoButton:implement(GameObject)
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function GoButton:init(args)
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self:init_game_object(args)
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self.shape = Rectangle(self.x, self.y, 28, 18)
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self.interact_with_mouse = true
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self.text = Text({{text = '[bg10]GO!', font = pixul_font, alignment = 'center'}}, global_text_tags)
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end
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function GoButton:update(dt)
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self:update_game_object(dt)
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if self.selected and input.m1.pressed and not self.transitioning then
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if #self.parent.units == 0 then
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if not self.info_text then
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error1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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self.info_text = InfoText{group = main.current.ui}
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self.info_text:activate({
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{text = '[fg]cannot start the round with [yellow]0 [fg]units', font = pixul_font, alignment = 'center'},
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}, nil, nil, nil, nil, 16, 4, nil, 2)
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self.info_text.x, self.info_text.y = gw/2, gh/2 + 10
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end
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self.t:after(2, function() self.info_text:deactivate(); self.info_text.dead = true; self.info_text = nil end, 'info_text')
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else
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ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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self.spring:pull(0.2, 200, 10)
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self.selected = true
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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ui_transition1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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self.transitioning = true
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TransitionEffect{group = main.transitions, x = self.x, y = self.y, color = character_colors[random:table(self.parent.units).character], transition_action = function()
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main:add(Arena'arena')
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main:go_to('arena', ((self.parent.first_screen and 1) or (self.parent.level + 1)), self.parent.units)
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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)}
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end
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end
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end
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function GoButton:draw()
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graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y)
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graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or bg[1])
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self.text:draw(self.x, self.y + 1)
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graphics.pop()
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end
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function GoButton:on_mouse_enter()
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ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
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pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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self.selected = true
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self.text:set_text{{text = '[fgm5]GO!', font = pixul_font, alignment = 'center'}}
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self.spring:pull(0.2, 200, 10)
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end
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function GoButton:on_mouse_exit()
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self.text:set_text{{text = '[bg10]GO!', font = pixul_font, alignment = 'center'}}
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self.selected = false
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end
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RerollButton = Object:extend()
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RerollButton:implement(GameObject)
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function RerollButton:init(args)
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self:init_game_object(args)
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self.shape = Rectangle(self.x, self.y, 54, 16)
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self.interact_with_mouse = true
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self.text = Text({{text = '[bg10]reroll: [yellow]2', font = pixul_font, alignment = 'center'}}, global_text_tags)
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end
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function RerollButton:update(dt)
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self:update_game_object(dt)
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if self.selected and input.m1.pressed then
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if gold < 2 then
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self.spring:pull(0.2, 200, 10)
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self.selected = true
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error1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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if not self.info_text then
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self.info_text = InfoText{group = main.current.ui}
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self.info_text:activate({
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{text = '[fg]not enough gold', font = pixul_font, alignment = 'center'},
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}, nil, nil, nil, nil, 16, 4, nil, 2)
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self.info_text.x, self.info_text.y = gw/2, gh/2 + 10
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end
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self.t:after(2, function() self.info_text:deactivate(); self.info_text.dead = true; self.info_text = nil end, 'info_text')
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else
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ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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self.parent:set_cards(random:int(1, 25), true)
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self.selected = true
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self.spring:pull(0.2, 200, 10)
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gold = gold - 2
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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'}}
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end
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end
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end
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function RerollButton:draw()
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graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y)
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graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or bg[1])
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self.text:draw(self.x, self.y + 1)
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graphics.pop()
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end
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function RerollButton:on_mouse_enter()
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ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
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pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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self.selected = true
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self.text:set_text{{text = '[fgm5]reroll: 2', font = pixul_font, alignment = 'center'}}
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self.spring:pull(0.2, 200, 10)
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end
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function RerollButton:on_mouse_exit()
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self.text:set_text{{text = '[bg10]reroll: [yellow]2', font = pixul_font, alignment = 'center'}}
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self.selected = false
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end
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CharacterPart = Object:extend()
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CharacterPart:implement(GameObject)
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function CharacterPart:init(args)
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self:init_game_object(args)
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self.shape = Rectangle(self.x, self.y, self.sx*20, self.sy*20)
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self.interact_with_mouse = true
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self.parts = {}
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local x = self.x - 20
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if self.reserve then
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if self.reserve[2] and self.reserve[2] == 1 then
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table.insert(self.parts, CharacterPart{group = main.current.main, x = x, y = self.y, character = self.character, level = 2, i = self.i, parent = self})
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x = x - 20
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end
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for i = 1, self.reserve and self.reserve[1] or 0 do
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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})
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x = x - 20
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end
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end
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self.spring:pull(0.2, 200, 10)
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if self.spawn_effect then SpawnEffect{group = main.current.effects, x = self.x, y = self.y, color = character_colors[self.character]} end
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self.just_created = true
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self.t:after(0.1, function() self.just_created = false end)
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end
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function CharacterPart:update(dt)
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self:update_game_object(dt)
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if self.selected and input.m2.pressed and not self.just_created then
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_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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if self.reserve then
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self.parent:gain_gold(self:get_sale_price())
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table.remove(self.parent.units, self.i)
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self:die()
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self.parent:set_party_and_sets()
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else
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self.parent.parent:gain_gold(self:get_sale_price())
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self.parent.parent.units[self.i].reserve[self.level] = self.parent.parent.units[self.i].reserve[self.level] - 1
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self:die()
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self.parent.parent:set_party_and_sets()
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end
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end
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end
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function CharacterPart:draw()
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graphics.push(self.x, self.y, 0, self.sx*self.spring.x, self.sy*self.spring.x)
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graphics.rectangle(self.x, self.y, 14, 14, 3, 3, character_colors[self.character])
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|
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
|