1155 lines
47 KiB
Lua
1155 lines
47 KiB
Lua
Player = Object:extend()
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Player:implement(GameObject)
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Player:implement(Physics)
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Player:implement(Unit)
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function Player:init(args)
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self:init_game_object(args)
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self:init_unit()
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if self.character == 'vagrant' then
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self.color = character_colors.vagrant
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.vagrant
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self.attack_sensor = Circle(self.x, self.y, 96)
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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()
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local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
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if closest_enemy then
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self:shoot(self:angle_to_object(closest_enemy))
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end
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end, nil, nil, 'shoot')
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elseif self.character == 'swordsman' then
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self.color = character_colors.swordsman
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.swordsman
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self.attack_sensor = Circle(self.x, self.y, 64)
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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()
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self:attack(96)
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end, nil, nil, 'attack')
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elseif self.character == 'wizard' then
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self.color = character_colors.wizard
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.wizard
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self.attack_sensor = Circle(self.x, self.y, 128)
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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()
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local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
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if closest_enemy then
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self:shoot(self:angle_to_object(closest_enemy))
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end
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end, nil, nil, 'shoot')
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elseif self.character == 'archer' then
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self.color = character_colors.archer
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.archer
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self.attack_sensor = Circle(self.x, self.y, 160)
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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()
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local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
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if closest_enemy then
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self:shoot(self:angle_to_object(closest_enemy), {pierce = 1000})
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end
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end, nil, nil, 'shoot')
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elseif self.character == 'scout' then
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self.color = character_colors.scout
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.scout
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self.attack_sensor = Circle(self.x, self.y, 64)
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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()
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local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
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if closest_enemy then
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self:shoot(self:angle_to_object(closest_enemy), {chain = 3})
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end
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end, nil, nil, 'shoot')
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elseif self.character == 'cleric' then
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self.color = character_colors.cleric
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.cleric
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self.last_heal_time = love.timer.getTime()
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self.t:every(2, function()
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local followers
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local leader = (self.leader and self) or self.parent
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if self.leader then followers = self.followers else followers = self.parent.followers end
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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
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self.last_heal_time = love.timer.getTime()
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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
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for _, f in ipairs(followers) do f:heal(0.1*f.max_hp*(self.heal_effect_m or 1)) end
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heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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end
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end)
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elseif self.character == 'outlaw' then
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self.color = character_colors.outlaw
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.outlaw
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self.attack_sensor = Circle(self.x, self.y, 96)
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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()
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local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
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if closest_enemy then
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self:shoot(self:angle_to_object(closest_enemy))
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end
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end, nil, nil, 'shoot')
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elseif self.character == 'blade' then
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self.color = character_colors.blade
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.blade
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self.attack_sensor = Circle(self.x, self.y, 64)
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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()
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self:shoot()
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end, nil, nil, 'shoot')
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elseif self.character == 'elementor' then
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self.color = character_colors.elementor
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.elementor
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self.attack_sensor = Circle(self.x, self.y, 128)
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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()
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local enemy = self:get_random_object_in_shape(self.attack_sensor, main.current.enemies)
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if enemy then
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self:attack(128, {x = enemy.x, y = enemy.y})
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end
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end, nil, nil, 'attack')
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elseif self.character == 'saboteur' then
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self.color = character_colors.saboteur
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.saboteur
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self.t:every(8, function()
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self.t:every(0.25, function()
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SpawnEffect{group = main.current.effects, x = self.x, y = self.y, action = function(x, y)
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Saboteur{group = main.current.main, x = x, y = y, parent = self, conjurer_buff_m = self.conjurer_buff_m or 1}
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end}
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end, 2)
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end)
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elseif self.character == 'stormweaver' then
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self.color = character_colors.stormweaver
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.stormweaver
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self.t:every(8, function()
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stormweaver1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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local followers
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local leader = (self.leader and self) or self.parent
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if self.leader then followers = self.followers else followers = self.parent.followers end
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for _, f in ipairs(followers) do
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if f.character ~= 'swordsman' and f.character ~= 'cleric' and f.character ~= 'elementor' and f.character ~= 'saboteur' then
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f:chain_infuse(4)
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end
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end
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end)
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elseif self.character == 'sage' then
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self.color = character_colors.sage
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.sage
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self.attack_sensor = Circle(self.x, self.y, 96)
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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()
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local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
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if closest_enemy then
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self:shoot(self:angle_to_object(closest_enemy))
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end
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end)
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elseif self.character == 'squire' then
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self.color = character_colors.squire
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.squire
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self.t:every(8, function()
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self.applying_buff = true
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local followers
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local leader = (self.leader and self) or self.parent
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if self.leader then followers = self.followers else followers = self.parent.followers end
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local next_character = followers[(self.follower_index or 0) + 1]
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local previous_character = followers[(self.follower_index or 0) - 1]
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if next_character then next_character:squire_buff(8) end
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if previous_character then previous_character:squire_buff(8) end
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self.t:after(8, function() self.applying_buff = false end, 'squire_buff_apply')
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heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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if next_character then next_character:heal(0.1*next_character.max_hp*(self.heal_effect_m or 1)) end
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if previous_character then previous_character:heal(0.1*previous_character.max_hp*(self.heal_effect_m or 1)) end
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end)
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elseif self.character == 'cannoneer' then
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self.color = character_colors.cannoneer
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.cannoneer
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self.attack_sensor = Circle(self.x, self.y, 128)
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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()
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local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
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if closest_enemy then
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self:shoot(self:angle_to_object(closest_enemy))
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end
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end, nil, nil, 'shoot')
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elseif self.character == 'dual_gunner' then
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self.color = character_colors.dual_gunner
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.dual_gunner
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self.attack_sensor = Circle(self.x, self.y, 96)
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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()
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local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
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if closest_enemy then
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self:shoot(self:angle_to_object(closest_enemy))
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end
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end, nil, nil, 'shoot')
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elseif self.character == 'hunter' then
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self.color = character_colors.hunter
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.hunter
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self.attack_sensor = Circle(self.x, self.y, 160)
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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()
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local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
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if closest_enemy then
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self:shoot(self:angle_to_object(closest_enemy))
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end
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end, nil, nil, 'shoot')
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elseif self.character == 'chronomancer' then
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self.color = character_colors.chronomancer
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.chronomancer
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self.t:every(2, function()
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local followers
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local leader = (self.leader and self) or self.parent
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if self.leader then followers = self.followers else followers = self.parent.followers end
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local next_character = followers[(self.follower_index or 0) + 1]
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local previous_character = followers[(self.follower_index or 0) - 1]
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if next_character then next_character:chronomancer_buff(2) end
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if previous_character then previous_character:chronomancer_buff(2) end
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end)
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elseif self.character == 'spellblade' then
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self.color = character_colors.spellblade
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.spellblade
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self.t:every(2, function()
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self:shoot(random:float(0, 2*math.pi))
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end, nil, nil, 'shoot')
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elseif self.character == 'psykeeper' then
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self.color = character_colors.psykeeper
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.psykeeper
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self.psykeeper_heal = 0
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self.t:every(8, function()
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local followers
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local leader = (self.leader and self) or self.parent
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if self.leader then followers = self.followers else followers = self.parent.followers end
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if self.psykeeper_heal > 0 then
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local heal_amount = math.floor(self.psykeeper_heal/(#followers+1))
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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
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for _, f in ipairs(followers) do f:heal(heal_amount*(self.heal_effect_m or 1)) end
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heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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self.psykeeper_heal = 0
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end
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end)
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elseif self.character == 'engineer' then
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self.color = character_colors.engineer
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self:set_as_rectangle(9, 9, 'dynamic', 'player')
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self.visual_shape = 'rectangle'
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self.classes = character_classes.engineer
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self.t:every(8, function()
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SpawnEffect{group = main.current.effects, x = self.x, y = self.y, color = orange[0], action = function(x, y)
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Turret{group = main.current.main, x = x, y = y, parent = self}
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end}
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end)
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end
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self:calculate_stats(true)
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if self.leader then
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self.previous_positions = {}
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self.followers = {}
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self.t:every(0.01, function()
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table.insert(self.previous_positions, 1, {x = self.x, y = self.y, r = self.r})
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if #self.previous_positions > 256 then self.previous_positions[257] = nil end
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end)
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end
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end
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function Player:update(dt)
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self:update_game_object(dt)
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if self.character == 'squire' then
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local followers
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local leader = (self.leader and self) or self.parent
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if self.leader then followers = self.followers else followers = self.parent.followers end
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local next_character = followers[(self.follower_index or 0) + 1]
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local previous_character = followers[(self.follower_index or 0) - 1]
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if self.applying_buff then
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if next_character then
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next_character.squire_dmg_a = 10
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next_character.squire_def_a = 25
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end
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if previous_character then
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previous_character.squire_dmg_a = 10
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previous_character.squire_def_a = 25
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end
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else
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if next_character then
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next_character.squire_dmg_a = 0
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next_character.squire_def_a = 0
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end
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if previous_character then
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previous_character.squire_dmg_a = 0
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previous_character.squire_def_a = 0
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end
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end
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elseif self.character == 'chronomancer' then
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local followers
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local leader = (self.leader and self) or self.parent
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if self.leader then followers = self.followers else followers = self.parent.followers end
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local next_character = followers[(self.follower_index or 0) + 1]
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local previous_character = followers[(self.follower_index or 0) - 1]
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if next_character then next_character.chronomancer_aspd_m = 1.25 end
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if previous_character then previous_character.chronomancer_aspd_m = 1.25 end
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end
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if table.any(self.classes, function(v) return v == 'ranger' end) then
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if main.current.ranger_level == 2 then self.chance_to_barrage = 20
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elseif main.current.ranger_level == 1 then self.chance_to_barrage = 10
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elseif main.current.ranger_level == 0 then self.chance_to_barrage = 0 end
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end
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if table.any(self.classes, function(v) return v == 'warrior' end) then
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if main.current.warrior_level == 2 then self.warrior_def_a = 50
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elseif main.current.warrior_level == 1 then self.warrior_def_a = 25
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elseif main.current.warrior_level == 0 then self.warrior_def_a = 0 end
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end
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if table.any(self.classes, function(v) return v == 'healer' end) then
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if main.current.healer_level == 1 then self.heal_effect_m = 1.25
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else self.heal_effect_m = 1 end
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end
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if table.any(self.classes, function(v) return v == 'nuker' end) then
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if main.current.nuker_level == 2 then self.nuker_area_size_m = 1.25; self.nuker_area_dmg_m = 1.25
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elseif main.current.nuker_level == 1 then self.nuker_area_size_m = 1.15; self.nuker_area_dmg_m = 1.15
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elseif main.current.nuker_level == 0 then self.nuker_area_size_m = 1; self.nuker_area_dmg_m = 1 end
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end
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if table.any(self.classes, function(v) return v == 'conjurer' end) then
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if main.current.conjurer_level == 1 then self.conjurer_buff_m = 1.25
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else self.conjurer_buff_m = 1 end
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end
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if table.any(self.classes, function(v) return v == 'rogue' end) then
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if main.current.rogue_level == 2 then self.chance_to_crit = 20
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elseif main.current.rogue_level == 1 then self.chance_to_crit = 10
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elseif main.current.rogue_level == 0 then self.chance_to_crit = 0 end
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end
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if table.any(self.classes, function(v) return v == 'enchanter' end) then
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if main.current.enchanter_level == 1 then self.enchanter_dmg_m = 1.25
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else self.enchanter_dmg_m = 1 end
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end
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|
|
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)
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graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, self.hfx.hit.f and fg[0] or self.color)
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graphics.pop()
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end
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function Saboteur:on_collision_enter(other, contact)
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if table.any(main.current.enemies, function(v) return other:is(v) end) then
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camera:shake(4, 0.5)
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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}
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Area(table.merge(t, mods or {}))
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self.dead = true
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|
end
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|
end
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