SNKRX/player.lua

1155 lines
47 KiB
Lua

Player = Object:extend()
Player:implement(GameObject)
Player:implement(Physics)
Player:implement(Unit)
function Player:init(args)
self:init_game_object(args)
self:init_unit()
if self.character == 'vagrant' then
self.color = character_colors.vagrant
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.vagrant
self.attack_sensor = Circle(self.x, self.y, 96)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy))
end
end, nil, nil, 'shoot')
elseif self.character == 'swordsman' then
self.color = character_colors.swordsman
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.swordsman
self.attack_sensor = Circle(self.x, self.y, 64)
self.t:cooldown(3, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
self:attack(96)
end, nil, nil, 'attack')
elseif self.character == 'wizard' then
self.color = character_colors.wizard
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.wizard
self.attack_sensor = Circle(self.x, self.y, 128)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy))
end
end, nil, nil, 'shoot')
elseif self.character == 'archer' then
self.color = character_colors.archer
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.archer
self.attack_sensor = Circle(self.x, self.y, 160)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy), {pierce = 1000})
end
end, nil, nil, 'shoot')
elseif self.character == 'scout' then
self.color = character_colors.scout
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.scout
self.attack_sensor = Circle(self.x, self.y, 64)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy), {chain = 3})
end
end, nil, nil, 'shoot')
elseif self.character == 'cleric' then
self.color = character_colors.cleric
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.cleric
self.last_heal_time = love.timer.getTime()
self.t:every(2, function()
local followers
local leader = (self.leader and self) or self.parent
if self.leader then followers = self.followers else followers = self.parent.followers end
if (table.any(followers, function(v) return v.hp <= 0.5*v.max_hp end) or (leader.hp <= 0.5*leader.max_hp)) and love.timer.getTime() - self.last_heal_time > 6 then
self.last_heal_time = love.timer.getTime()
if self.leader then self:heal(0.1*self.max_hp*(self.heal_effect_m or 1)) else self.parent:heal(0.1*self.parent.max_hp*(self.heal_effect_m or 1)) end
for _, f in ipairs(followers) do f:heal(0.1*f.max_hp*(self.heal_effect_m or 1)) end
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
end
end)
elseif self.character == 'outlaw' then
self.color = character_colors.outlaw
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.outlaw
self.attack_sensor = Circle(self.x, self.y, 96)
self.t:cooldown(3, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy))
end
end, nil, nil, 'shoot')
elseif self.character == 'blade' then
self.color = character_colors.blade
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.blade
self.attack_sensor = Circle(self.x, self.y, 64)
self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
self:shoot()
end, nil, nil, 'shoot')
elseif self.character == 'elementor' then
self.color = character_colors.elementor
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.elementor
self.attack_sensor = Circle(self.x, self.y, 128)
self.t:cooldown(7, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local enemy = self:get_random_object_in_shape(self.attack_sensor, main.current.enemies)
if enemy then
self:attack(128, {x = enemy.x, y = enemy.y})
end
end, nil, nil, 'attack')
elseif self.character == 'saboteur' then
self.color = character_colors.saboteur
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.saboteur
self.t:every(8, function()
self.t:every(0.25, function()
SpawnEffect{group = main.current.effects, x = self.x, y = self.y, action = function(x, y)
Saboteur{group = main.current.main, x = x, y = y, parent = self, conjurer_buff_m = self.conjurer_buff_m or 1}
end}
end, 2)
end)
elseif self.character == 'stormweaver' then
self.color = character_colors.stormweaver
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.stormweaver
self.t:every(8, function()
stormweaver1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
local followers
local leader = (self.leader and self) or self.parent
if self.leader then followers = self.followers else followers = self.parent.followers end
for _, f in ipairs(followers) do
if f.character ~= 'swordsman' and f.character ~= 'cleric' and f.character ~= 'elementor' and f.character ~= 'saboteur' then
f:chain_infuse(4)
end
end
end)
elseif self.character == 'sage' then
self.color = character_colors.sage
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.sage
self.attack_sensor = Circle(self.x, self.y, 96)
self.t:cooldown(12, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy))
end
end)
elseif self.character == 'squire' then
self.color = character_colors.squire
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.squire
self.t:every(8, function()
self.applying_buff = true
local followers
local leader = (self.leader and self) or self.parent
if self.leader then followers = self.followers else followers = self.parent.followers end
local next_character = followers[(self.follower_index or 0) + 1]
local previous_character = followers[(self.follower_index or 0) - 1]
if next_character then next_character:squire_buff(8) end
if previous_character then previous_character:squire_buff(8) end
self.t:after(8, function() self.applying_buff = false end, 'squire_buff_apply')
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
if next_character then next_character:heal(0.1*next_character.max_hp*(self.heal_effect_m or 1)) end
if previous_character then previous_character:heal(0.1*previous_character.max_hp*(self.heal_effect_m or 1)) end
end)
elseif self.character == 'cannoneer' then
self.color = character_colors.cannoneer
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.cannoneer
self.attack_sensor = Circle(self.x, self.y, 128)
self.t:cooldown(6, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy))
end
end, nil, nil, 'shoot')
elseif self.character == 'dual_gunner' then
self.color = character_colors.dual_gunner
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.dual_gunner
self.attack_sensor = Circle(self.x, self.y, 96)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy))
end
end, nil, nil, 'shoot')
elseif self.character == 'hunter' then
self.color = character_colors.hunter
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.hunter
self.attack_sensor = Circle(self.x, self.y, 160)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy))
end
end, nil, nil, 'shoot')
elseif self.character == 'chronomancer' then
self.color = character_colors.chronomancer
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.chronomancer
self.t:every(2, function()
local followers
local leader = (self.leader and self) or self.parent
if self.leader then followers = self.followers else followers = self.parent.followers end
local next_character = followers[(self.follower_index or 0) + 1]
local previous_character = followers[(self.follower_index or 0) - 1]
if next_character then next_character:chronomancer_buff(2) end
if previous_character then previous_character:chronomancer_buff(2) end
end)
elseif self.character == 'spellblade' then
self.color = character_colors.spellblade
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.spellblade
self.t:every(2, function()
self:shoot(random:float(0, 2*math.pi))
end, nil, nil, 'shoot')
elseif self.character == 'psykeeper' then
self.color = character_colors.psykeeper
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.psykeeper
self.psykeeper_heal = 0
self.t:every(8, function()
local followers
local leader = (self.leader and self) or self.parent
if self.leader then followers = self.followers else followers = self.parent.followers end
if self.psykeeper_heal > 0 then
local heal_amount = math.floor(self.psykeeper_heal/(#followers+1))
if self.leader then self:heal(heal_amount*(self.heal_effect_m or 1)) else self.parent:heal(heal_amount*(self.heal_effect_m or 1)) end
for _, f in ipairs(followers) do f:heal(heal_amount*(self.heal_effect_m or 1)) end
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.psykeeper_heal = 0
end
end)
elseif self.character == 'engineer' then
self.color = character_colors.engineer
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes.engineer
self.t:every(8, function()
SpawnEffect{group = main.current.effects, x = self.x, y = self.y, color = orange[0], action = function(x, y)
Turret{group = main.current.main, x = x, y = y, parent = self}
end}
end)
end
self:calculate_stats(true)
if self.leader then
self.previous_positions = {}
self.followers = {}
self.t:every(0.01, function()
table.insert(self.previous_positions, 1, {x = self.x, y = self.y, r = self.r})
if #self.previous_positions > 256 then self.previous_positions[257] = nil end
end)
end
end
function Player:update(dt)
self:update_game_object(dt)
if self.character == 'squire' then
local followers
local leader = (self.leader and self) or self.parent
if self.leader then followers = self.followers else followers = self.parent.followers end
local next_character = followers[(self.follower_index or 0) + 1]
local previous_character = followers[(self.follower_index or 0) - 1]
if self.applying_buff then
if next_character then
next_character.squire_dmg_a = 10
next_character.squire_def_a = 25
end
if previous_character then
previous_character.squire_dmg_a = 10
previous_character.squire_def_a = 25
end
else
if next_character then
next_character.squire_dmg_a = 0
next_character.squire_def_a = 0
end
if previous_character then
previous_character.squire_dmg_a = 0
previous_character.squire_def_a = 0
end
end
elseif self.character == 'chronomancer' then
local followers
local leader = (self.leader and self) or self.parent
if self.leader then followers = self.followers else followers = self.parent.followers end
local next_character = followers[(self.follower_index or 0) + 1]
local previous_character = followers[(self.follower_index or 0) - 1]
if next_character then next_character.chronomancer_aspd_m = 1.25 end
if previous_character then previous_character.chronomancer_aspd_m = 1.25 end
end
if table.any(self.classes, function(v) return v == 'ranger' end) then
if main.current.ranger_level == 2 then self.chance_to_barrage = 20
elseif main.current.ranger_level == 1 then self.chance_to_barrage = 10
elseif main.current.ranger_level == 0 then self.chance_to_barrage = 0 end
end
if table.any(self.classes, function(v) return v == 'warrior' end) then
if main.current.warrior_level == 2 then self.warrior_def_a = 50
elseif main.current.warrior_level == 1 then self.warrior_def_a = 25
elseif main.current.warrior_level == 0 then self.warrior_def_a = 0 end
end
if table.any(self.classes, function(v) return v == 'healer' end) then
if main.current.healer_level == 1 then self.heal_effect_m = 1.25
else self.heal_effect_m = 1 end
end
if table.any(self.classes, function(v) return v == 'nuker' end) then
if main.current.nuker_level == 2 then self.nuker_area_size_m = 1.25; self.nuker_area_dmg_m = 1.25
elseif main.current.nuker_level == 1 then self.nuker_area_size_m = 1.15; self.nuker_area_dmg_m = 1.15
elseif main.current.nuker_level == 0 then self.nuker_area_size_m = 1; self.nuker_area_dmg_m = 1 end
end
if table.any(self.classes, function(v) return v == 'conjurer' end) then
if main.current.conjurer_level == 1 then self.conjurer_buff_m = 1.25
else self.conjurer_buff_m = 1 end
end
if table.any(self.classes, function(v) return v == 'rogue' end) then
if main.current.rogue_level == 2 then self.chance_to_crit = 20
elseif main.current.rogue_level == 1 then self.chance_to_crit = 10
elseif main.current.rogue_level == 0 then self.chance_to_crit = 0 end
end
if table.any(self.classes, function(v) return v == 'enchanter' end) then
if main.current.enchanter_level == 1 then self.enchanter_dmg_m = 1.25
else self.enchanter_dmg_m = 1 end
end
self.buff_dmg_a = (self.squire_dmg_a or 0)
self.buff_def_a = (self.squire_def_a or 0) + (self.warrior_def_a or 0)
self.buff_aspd_m = (self.chronomancer_aspd_m or 1)
self.buff_dmg_m = (main.current.enchanter_dmg_m or 1)
self.buff_area_size_m = (self.nuker_area_size_m or 1)
self.buff_area_dmg_m = (self.nuker_area_dmg_m or 1)
self:calculate_stats()
if self.attack_sensor then self.attack_sensor:move_to(self.x, self.y) end
self.t:set_every_multiplier('shoot', self.aspd_m)
self.t:set_every_multiplier('attack', self.aspd_m)
if self.leader then
if input.move_left.down then self.r = self.r - 1.66*math.pi*dt end
if input.move_right.down then self.r = self.r + 1.66*math.pi*dt end
self:set_velocity(self.v*math.cos(self.r), self.v*math.sin(self.r))
if not main.current.won then
local vx, vy = self:get_velocity()
local hd = math.remap(math.abs(self.x - gw/2), 0, 192, 1, 0)
local vd = math.remap(math.abs(self.y - gh/2), 0, 108, 1, 0)
camera.x = camera.x + math.remap(vx, -100, 100, -24*hd, 24*hd)*dt
camera.y = camera.y + math.remap(vy, -100, 100, -8*vd, 8*vd)*dt
if input.move_right.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, math.pi/256)
elseif input.move_left.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, -math.pi/256)
elseif input.move_down.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, math.pi/256)
elseif input.move_up.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, -math.pi/256)
else camera.r = math.lerp_angle_dt(0.005, dt, camera.r, 0) end
end
self:set_angle(self.r)
else
local target_distance = 10.4*(self.follower_index or 0)
local distance_sum = 0
local p
local previous = self.parent
for i, point in ipairs(self.parent.previous_positions) do
local distance_to_previous = math.distance(previous.x, previous.y, point.x, point.y)
distance_sum = distance_sum + distance_to_previous
if distance_sum >= target_distance then
p = point
break
end
previous = point
end
if p then
self:set_position(p.x, p.y)
self.r = p.r
if not self.following then
spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15}
for i = 1, random:int(3, 4) do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 10, color = fg[0]}:scale_down(0.3):change_color(0.5, self.color)
self.following = true
end
else
self.r = self:get_angle()
end
end
end
function Player:draw()
graphics.push(self.x, self.y, self.r, self.hfx.hit.x*self.hfx.shoot.x, self.hfx.hit.x*self.hfx.shoot.x)
if self.visual_shape == 'rectangle' then
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, (self.hfx.hit.f or self.hfx.shoot.f) and fg[0] or self.color)
end
graphics.pop()
end
function Player:on_collision_enter(other, contact)
local x, y = contact:getPositions()
if other:is(Wall) then
if self.leader then
if other.snkrx then
main.current.level_1000_text:pull(0.2, 200, 10)
end
self.hfx:use('hit', 0.5, 200, 10, 0.1)
camera:spring_shake(2, math.pi - self.r)
self:bounce(contact:getNormal())
local r = random:float(0.9, 1.1)
player_hit_wall1:play{pitch = r, volume = 0.1}
pop1:play{pitch = r, volume = 0.2}
for i, f in ipairs(self.followers) do
trigger:after(i*(10.6/self.v), function()
f.hfx:use('hit', 0.5, 200, 10, 0.1)
player_hit_wall1:play{pitch = r + 0.025*i, volume = 0.1}
pop1:play{pitch = r + 0.05*i, volume = 0.2}
end)
end
end
elseif table.any(main.current.enemies, function(v) return other:is(v) end) then
other:push(random:float(25, 35), self:angle_to_object(other))
if self.character == 'vagrant' or self.character == 'psykeeper' then other:hit(2*self.dmg)
else other:hit(self.dmg) end
self:hit(other.dmg)
HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1}
for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end
for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = other.color} end
end
end
function Player:hit(damage)
if self.dead then return end
self.hfx:use('hit', 0.25, 200, 10)
self:show_hp()
local actual_damage = self:calculate_damage(damage)
self.hp = self.hp - actual_damage
_G[random:table{'player_hit1', 'player_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
camera:shake(4, 0.5)
main.current.damage_taken = main.current.damage_taken + actual_damage
if self.character == 'psykeeper' then self.psykeeper_heal = self.psykeeper_heal + actual_damage end
if self.hp <= 0 then
hit4:play{pitch = random:float(0.95, 1.05), volume = 0.5}
slow(0.25, 1)
self.dead = true
for i = 1, random:int(4, 6) do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 12}:scale_down(0.3):change_color(0.5, self.color)
if self.leader and #self.followers == 0 then
main.current:die()
else
if self.leader then self:recalculate_followers()
else self.parent:recalculate_followers() end
end
end
end
function Player:heal(amount)
local hp = self.hp
self.hfx:use('hit', 0.25, 200, 10)
self:show_hp(1.5)
self:show_heal(1.5)
self.hp = self.hp + amount
if self.hp > self.max_hp then self.hp = self.max_hp end
end
function Player:chain_infuse(duration)
self.chain_infused = true
self:show_infused(duration or 2)
self.t:after(duration or 2, function() self.chain_infused = false end, 'chain_infuse')
end
function Player:squire_buff(duration)
self:show_squire(duration or 2)
end
function Player:chronomancer_buff(duration)
self:show_chronomancer(duration or 2)
end
function Player:recalculate_followers()
if self.dead then
local new_leader = table.remove(self.followers, 1)
new_leader.leader = true
new_leader.previous_positions = {}
new_leader.followers = self.followers
new_leader.t:every(0.01, function()
table.insert(new_leader.previous_positions, 1, {x = new_leader.x, y = new_leader.y, r = new_leader.r})
if #new_leader.previous_positions > 256 then new_leader.previous_positions[257] = nil end
end)
main.current.player = new_leader
for i, follower in ipairs(self.followers) do
follower.parent = new_leader
follower.follower_index = i
end
else
for i = #self.followers, 1, -1 do
if self.followers[i].dead then
table.remove(self.followers, i)
break
end
end
for i, follower in ipairs(self.followers) do
follower.follower_index = i
end
end
end
function Player:add_follower(unit)
table.insert(self.followers, unit)
unit.parent = self
unit.follower_index = #self.followers
end
function Player:shoot(r, mods)
mods = mods or {}
camera:spring_shake(2, r)
self.hfx:use('shoot', 0.25)
local dmg_m = 1
local crit = false
if self.chance_to_crit and random:bool(self.chance_to_crit) then dmg_m = 4; crit = true end
if self.character == 'outlaw' then
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6}
r = r - 2*math.pi/8
for i = 1, 5 do
local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 250, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character,
parent = self}
Projectile(table.merge(t, mods or {}))
r = r + math.pi/8
end
elseif self.character == 'blade' then
local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies)
if enemies and #enemies > 0 then
for _, enemy in ipairs(enemies) do
local r = self:angle_to_object(enemy)
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6}
local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 250, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character,
parent = self}
Projectile(table.merge(t, mods or {}))
end
end
elseif self.character == 'sage' then
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6}
local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 25, r = r, color = self.color, dmg = self.dmg, pierce = 1000, character = 'sage', parent = self}
Projectile(table.merge(t, mods or {}))
elseif self.character == 'dual_gunner' then
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r) + 4*math.cos(r - math.pi/2), y = self.y + 0.8*self.shape.w*math.sin(r) + 4*math.sin(r - math.pi/2), rs = 6}
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r) + 4*math.cos(r + math.pi/2), y = self.y + 0.8*self.shape.w*math.sin(r) + 4*math.sin(r + math.pi/2), rs = 6}
local t1 = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r) + 4*math.cos(r - math.pi/2) , y = self.y + 1.6*self.shape.w*math.sin(r) + 4*math.sin(r - math.pi/2),
v = 250, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character, parent = self}
local t2 = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r) + 4*math.cos(r + math.pi/2) , y = self.y + 1.6*self.shape.w*math.sin(r) + 4*math.sin(r + math.pi/2),
v = 250, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character, parent = self}
Projectile(table.merge(t1, mods or {}))
Projectile(table.merge(t2, mods or {}))
else
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6}
local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 250, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character,
parent = self}
Projectile(table.merge(t, mods or {}))
end
if self.character == 'vagrant' or self.character == 'dual_gunner' then
shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.2}
elseif self.character == 'archer' or self.character == 'hunter' then
archer1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
elseif self.character == 'wizard' then
wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.15}
elseif self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'spellblade' then
_G[random:table{'scout1', 'scout2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.35}
if self.character == 'spellblade' then
wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.15}
end
elseif self.character == 'cannoneer' then
_G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
end
if self.chance_to_barrage and random:bool(self.chance_to_barrage) then
self:barrage(r, 4)
end
end
function Player:attack(area, mods)
mods = mods or {}
camera:shake(2, 0.5)
self.hfx:use('shoot', 0.25)
local t = {group = main.current.effects, x = mods.x or self.x, y = mods.y or self.y, r = self.r, w = self.area_size_m*(area or 64), color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character}
Area(table.merge(t, mods))
if self.character == 'swordsman' then
_G[random:table{'swordsman1', 'swordsman2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.75}
elseif self.character == 'elementor' then
elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5}
end
end
function Player:barrage(r, n)
n = n or 8
for i = 1, n do
self.t:after((i-1)*0.075, function()
archer1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6}
local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 250, r = r + random:float(-math.pi/16, math.pi/16), color = self.color, dmg = self.dmg,
parent = self, character = 'barrage'}
Projectile(table.merge(t, mods or {}))
end)
end
end
Projectile = Object:extend()
Projectile:implement(GameObject)
Projectile:implement(Physics)
function Projectile:init(args)
self:init_game_object(args)
self:set_as_rectangle(10, 4, 'dynamic', 'projectile')
self.pierce = args.pierce or 0
self.chain = args.chain or 0
self.chain_enemies_hit = {}
self.infused_enemies_hit = {}
if self.character == 'sage' then
self.dmg = 0
self.pull_sensor = Circle(self.x, self.y, 64*self.parent.area_size_m)
self.rs = 0
self.t:tween(0.05, self, {rs = self.shape.w/2.5}, math.cubic_in_out, function() self.spring:pull(0.15) end)
self.t:after(4, function()
self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self:die() end)
end)
self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08)
self.t:every(0.08, function()
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color}
end)
self.vr = 0
self.dvr = random:float(-math.pi/4, math.pi/4)
elseif self.character == 'spellblade' then
self.pierce = 1000
self.orbit_r = 0
self.orbit_vr = 8*math.pi
self.t:tween(6.25, self, {orbit_vr = math.pi}, math.expo_out, function()
self.t:tween(12.25, self, {orbit_vr = 0}, math.linear)
end)
end
end
function Projectile:update(dt)
self:update_game_object(dt)
if self.character == 'spellblade' then
self.orbit_r = self.orbit_r + self.orbit_vr*dt
end
self:set_angle(self.r)
self:move_along_angle(self.v, self.r + (self.orbit_r or 0))
if self.character == 'sage' then
self.pull_sensor:move_to(self.x, self.y)
local enemies = self:get_objects_in_shape(self.pull_sensor, main.current.enemies)
for _, enemy in ipairs(enemies) do
enemy:apply_steering_force(math.remap(self:distance_to_object(enemy), 0, 100, 250, 50), enemy:angle_to_object(self))
end
self.vr = self.vr + self.dvr*dt
end
end
function Projectile:draw()
if self.character == 'sage' then
if self.hidden then return end
graphics.push(self.x, self.y, self.r + self.vr, self.spring.x, self.spring.x)
graphics.circle(self.x, self.y, self.rs + random:float(-1, 1), self.color)
graphics.circle(self.x, self.y, self.pull_sensor.rs, self.color_transparent)
local lw = math.remap(self.pull_sensor.rs, 32, 256, 2, 4)
for i = 1, 4 do graphics.arc('open', self.x, self.y, self.pull_sensor.rs, (i-1)*math.pi/2 + math.pi/4 - math.pi/8, (i-1)*math.pi/2 + math.pi/4 + math.pi/8, self.color, lw) end
graphics.pop()
else
graphics.push(self.x, self.y, self.r + (self.orbit_r or 0))
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 2, 2, self.color)
graphics.pop()
end
end
function Projectile:die(x, y, r, n)
if self.dead then return end
x = x or self.x
y = y or self.y
n = n or random:int(3, 4)
for i = 1, n do HitParticle{group = main.current.effects, x = x, y = y, r = random:float(0, 2*math.pi), color = self.color} end
HitCircle{group = main.current.effects, x = x, y = y}:scale_down()
self.dead = true
if self.character == 'wizard' then
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*32, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character}
elseif self.character == 'blade' then
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*64, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character}
elseif self.character == 'cannoneer' then
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*96, color = self.color, dmg = 2*self.parent.area_dmg_m*self.dmg, character = self.character}
end
end
function Projectile:on_collision_enter(other, contact)
local x, y = contact:getPositions()
local nx, ny = contact:getNormal()
local r = 0
if nx == 0 and ny == -1 then r = -math.pi/2
elseif nx == 0 and ny == 1 then r = math.pi/2
elseif nx == -1 and ny == 0 then r = math.pi
else r = 0 end
if other:is(Wall) then
if self.character == 'archer' or self.character == 'hunter' or self.character == 'barrage' then
self:die(x, y, r, 0)
_G[random:table{'arrow_hit_wall1', 'arrow_hit_wall2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.2}
WallArrow{group = main.current.main, x = x, y = y, r = self.r, color = self.color}
elseif self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'spellblade' then
self:die(x, y, r, 0)
knife_hit_wall1:play{pitch = random:float(0.9, 1.1), volume = 0.2}
local r = Unit.bounce(self, nx, ny)
trigger:after(0.01, function()
WallKnife{group = main.current.main, x = x, y = y, r = r, v = self.v*0.1, color = self.color}
end)
if self.character == 'spellblade' then
magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.075}
end
elseif self.character == 'wizard' then
self:die(x, y, r, random:int(2, 3))
magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.075}
elseif self.character == 'cannoneer' then
self:die(x, y, r, random:int(2, 3))
cannon_hit_wall1:play{pitch = random:float(0.95, 1.05), volume = 0.1}
elseif self.character == 'engineer' then
self:die(x, y, r, random:int(2, 3))
_G[random:table{'turret_hit_wall1', 'turret_hit_wall2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.2}
else
self:die(x, y, r, random:int(2, 3))
proj_hit_wall1:play{pitch = random:float(0.9, 1.1), volume = 0.2}
end
end
end
function Projectile:on_trigger_enter(other, contact)
if self.character == 'sage' then return end
if table.any(main.current.enemies, function(v) return other:is(v) end) then
if self.pierce <= 0 and self.chain <= 0 then
self:die(self.x, self.y, nil, random:int(2, 3))
else
if self.pierce > 0 then
self.pierce = self.pierce - 1
end
if self.chain > 0 then
self.chain = self.chain - 1
table.insert(self.chain_enemies_hit, other)
local object = self:get_random_object_in_shape(Circle(self.x, self.y, 160), main.current.enemies, self.chain_enemies_hit)
if object then
self.r = self:angle_to_object(object)
self.v = self.v*1.25
end
end
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1}
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color}
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = other.color}
end
if self.character == 'archer' or self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'hunter' or self.character == 'spellblade' or self.character == 'engineer' then
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
if self.character == 'spellblade' then
magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.15}
end
elseif self.character == 'wizard' then
magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.15}
else
hit3:play{pitch = random:float(0.95, 1.05), volume = 0.35}
end
other:hit(self.dmg)
if self.character == 'hunter' and random:bool(40) then
trigger:after(0.01, function()
SpawnEffect{group = main.current.effects, x = self.parent.x, y = self.parent.y, color = orange[0], action = function(x, y)
Pet{group = main.current.main, x = x, y = y, r = self.parent:angle_to_object(other), v = 150, parent = self.parent, conjurer_buff_m = self.conjurer_buff_m or 1}
end}
end)
end
if self.parent.chain_infused then
local src = other
for i = 1, 2 do
_G[random:table{'spark1', 'spark2', 'spark3'}]:play{pitch = random:float(0.9, 1.1), volume = 0.3}
table.insert(self.infused_enemies_hit, src)
local dst = src:get_random_object_in_shape(Circle(src.x, src.y, 64), main.current.enemies, self.infused_enemies_hit)
if dst then
dst:hit(self.dmg/(i+1))
LightningLine{group = main.current.effects, src = src, dst = dst}
src = dst
end
end
end
if self.crit then
camera:shake(5, 0.25)
rogue_crit1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
rogue_crit2:play{pitch = random:float(0.95, 1.05), volume = 0.15}
for i = 1, 3 do HitParticle{group = main.current.effects, x = other.x, y = other.y, color = self.color, v = random:float(100, 400)} end
for i = 1, 3 do HitParticle{group = main.current.effects, x = other.x, y = other.y, color = other.color, v = random:float(100, 400)} end
HitCircle{group = main.current.effects, x = other.x, y = other.y, rs = 12, color = fg[0], duration = 0.3}:scale_down():change_color(0.5, self.color)
end
end
end
Area = Object:extend()
Area:implement(GameObject)
function Area:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, 1.5*self.w, 1.5*self.w, self.r)
local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
for _, enemy in ipairs(enemies) do
if self.character == 'elementor' then
enemy:hit(2*self.dmg)
else
enemy:hit(self.dmg)
end
HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1}
for i = 1, 2 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end
for i = 1, 2 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end
if self.character == 'wizard' or self.character == 'elementor' then
magic_hit1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
elseif self.character == 'swordsman' then
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
elseif self.character == 'blade' then
blade_hit1:play{pitch = random:float(0.9, 1.1), volume = 0.35}
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.2}
elseif self.character == 'saboteur' then
_G[random:table{'saboteur_hit1', 'saboteur_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.2}
elseif self.character == 'cannoneer' then
_G[random:table{'saboteur_hit1', 'saboteur_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.075}
end
end
self.color = fg[0]
self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08)
self.w = 0
self.hidden = false
self.t:tween(0.05, self, {w = args.w}, math.cubic_in_out, function() self.spring:pull(0.15) end)
self.t:after(0.2, function()
self.color = args.color
self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)
end)
end
function Area:update(dt)
self:update_game_object(dt)
end
function Area:draw()
if self.hidden then return end
graphics.push(self.x, self.y, self.r, self.spring.x, self.spring.x)
local w = self.w/2
local w10 = self.w/10
local x1, y1 = self.x - w, self.y - w
local x2, y2 = self.x + w, self.y + w
local lw = math.remap(w, 32, 256, 2, 4)
graphics.polyline(self.color, lw, x1, y1 + w10, x1, y1, x1 + w10, y1)
graphics.polyline(self.color, lw, x2 - w10, y1, x2, y1, x2, y1 + w10)
graphics.polyline(self.color, lw, x2 - w10, y2, x2, y2, x2, y2 - w10)
graphics.polyline(self.color, lw, x1, y2 - w10, x1, y2, x1 + w10, y2)
graphics.rectangle((x1+x2)/2, (y1+y2)/2, x2-x1, y2-y1, nil, nil, self.color_transparent)
graphics.pop()
end
Turret = Object:extend()
Turret:implement(GameObject)
Turret:implement(Physics)
function Turret:init(args)
self:init_game_object(args)
self:set_as_rectangle(14, 6, 'static', 'player')
self:set_restitution(0.5)
self.hfx:add('hit', 1)
self.color = orange[0]
self.attack_sensor = Circle(self.x, self.y, 256)
turret_deploy:play{pitch = 1.2, volume = 0.2}
self.t:every({3.5, 4.5}, function()
self.t:every({0.1, 0.2}, function()
self.hfx:use('hit', 0.25, 200, 10)
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(self.r), y = self.y + 0.8*self.shape.w*math.sin(self.r), rs = 6}
local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(self.r), y = self.y + 1.6*self.shape.w*math.sin(self.r), v = 200, r = self.r, color = self.color,
dmg = self.parent.dmg*(self.parent.conjurer_buff_m or 1), character = self.parent.character, parent = self.parent}
Projectile(table.merge(t, mods or {}))
turret1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
turret2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
end, 3)
end)
self.t:after(24*(self.parent.conjurer_buff_m or 1), function()
local n = n or random:int(3, 4)
for i = 1, n do HitParticle{group = main.current.effects, x = self.x, y = self.y, r = random:float(0, 2*math.pi), color = self.color} end
HitCircle{group = main.current.effects, x = self.x, y = self.y}:scale_down()
self.dead = true
end)
end
function Turret:update(dt)
self:update_game_object(dt)
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:rotate_towards_object(closest_enemy, 0.2)
self.r = self:get_angle()
end
end
function Turret:draw()
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, 3, 3, self.hfx.hit.f and fg[0] or self.color)
graphics.pop()
end
Pet = Object:extend()
Pet:implement(GameObject)
Pet:implement(Physics)
function Pet:init(args)
self:init_game_object(args)
self:set_as_rectangle(8, 8, 'dynamic', 'projectile')
self:set_restitution(0.5)
self.hfx:add('hit', 1)
self.color = character_colors.hunter
self.pierce = 6
pet1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
end
function Pet:update(dt)
self:update_game_object(dt)
self:set_angle(self.r)
self:move_along_angle(self.v, self.r)
end
function Pet:draw()
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, 3, 3, self.hfx.hit.f and fg[0] or self.color)
graphics.pop()
end
function Pet:on_collision_enter(other, contact)
local x, y = contact:getPositions()
local nx, ny = contact:getNormal()
local r = 0
if nx == 0 and ny == -1 then r = -math.pi/2
elseif nx == 0 and ny == 1 then r = math.pi/2
elseif nx == -1 and ny == 0 then r = math.pi
else r = 0 end
if other:is(Wall) then
local n = n or random:int(3, 4)
for i = 1, n do HitParticle{group = main.current.effects, x = x, y = y, r = random:float(0, 2*math.pi), color = self.color} end
HitCircle{group = main.current.effects, x = x, y = y}:scale_down()
self.dead = true
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
end
end
function Pet:on_trigger_enter(other)
if table.any(main.current.enemies, function(v) return other:is(v) end) then
if self.pierce <= 0 then
camera:shake(2, 0.5)
other:hit(self.parent.dmg*(self.conjurer_buff_m or 1))
other:push(35, self:angle_to_object(other))
self.dead = true
local n = random:int(3, 4)
for i = 1, n do HitParticle{group = main.current.effects, x = x, y = y, r = random:float(0, 2*math.pi), color = self.color} end
HitCircle{group = main.current.effects, x = x, y = y}:scale_down()
else
camera:shake(2, 0.5)
other:hit(self.parent.dmg*(self.conjurer_buff_m or 1))
other:push(35, self:angle_to_object(other))
self.pierce = self.pierce - 1
end
self.hfx:use('hit', 0.25)
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1}
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color}
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = other.color}
end
end
Saboteur = Object:extend()
Saboteur:implement(GameObject)
Saboteur:implement(Physics)
Saboteur:implement(Unit)
function Saboteur:init(args)
self:init_game_object(args)
self:init_unit()
self:set_as_rectangle(8, 8, 'dynamic', 'player')
self:set_restitution(0.5)
self.color = character_colors.saboteur
self.character = 'saboteur'
self.classes = character_classes.saboteur
self:calculate_stats(true)
self:set_as_steerable(self.v, 2000, 4*math.pi, 4)
_G[random:table{'saboteur1', 'saboteur2', 'saboteur3'}]:play{pitch = random:float(0.8, 1.2), volume = 0.2}
self.target = random:table(self.group:get_objects_by_classes(main.current.enemies))
end
function Saboteur:update(dt)
self:update_game_object(dt)
self:calculate_stats()
if not self.target then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end
if not self.target then return end
if self.target.dead then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end
if not self.target then return end
self:seek_point(self.target.x, self.target.y)
self:rotate_towards_velocity(0.5)
self.r = self:get_angle()
end
function Saboteur:draw()
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, 3, 3, self.hfx.hit.f and fg[0] or self.color)
graphics.pop()
end
function Saboteur:on_collision_enter(other, contact)
if table.any(main.current.enemies, function(v) return other:is(v) end) then
camera:shake(4, 0.5)
local t = {group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.area_size_m*64, color = self.color, dmg = self.area_dmg_m*self.dmg*(self.conjurer_buff_m or 1), character = self.character}
Area(table.merge(t, mods or {}))
self.dead = true
end
end