SNKRX/buy_screen.lua

745 lines
27 KiB
Lua

BuyScreen = Object:extend()
BuyScreen:implement(State)
BuyScreen:implement(GameObject)
function BuyScreen:init(name)
self:init_state(name)
self:init_game_object()
end
function BuyScreen:on_exit()
self.main:destroy()
self.effects:destroy()
self.ui:destroy()
self.main = nil
self.effects = nil
self.ui = nil
self.shop_text = nil
self.party_text = nil
self.sets_text = nil
self.items_text = nil
self.under_text = nil
self.characters = nil
self.sets = nil
self.cards = nil
self.info_text = nil
end
function BuyScreen:on_enter(from, level, units)
self.level = level
self.units = units
camera.x, camera.y = gw/2, gh/2
if self.level == 0 then
cascade_instance = cascade:play{volume = 0.5, loop = true}
self.level = 1
self.first_screen = true
end
steam.friends.setRichPresence('steam_display', '#StatusFull')
steam.friends.setRichPresence('text', 'Shop - Level ' .. self.level)
self.main = Group()
self.effects = Group()
self.ui = Group()
self:set_cards()
self:set_party_and_sets()
self.shop_text = Text({{text = '[wavy_mid, fg]shop [fg]- gold: [yellow]' .. gold, font = pixul_font, alignment = 'center'}}, global_text_tags)
self.party_text = Text({{text = '[wavy_mid, fg]party', font = pixul_font, alignment = 'center'}}, global_text_tags)
self.sets_text = Text({{text = '[wavy_mid, fg]sets', font = pixul_font, alignment = 'center'}}, global_text_tags)
self.items_text = Text({{text = '[wavy_mid, fg]items', font = pixul_font, alignment = 'center'}}, global_text_tags)
self.under_text = Text2{group = self.main, x = 140, y = gh - 55, r = -math.pi/48, lines = {
{text = '[light_bg]under', font = fat_font, alignment = 'center'},
{text = '[light_bg]construction', font = fat_font, alignment = 'center'},
}}
if not self.first_screen then RerollButton{group = self.main, x = 150, y = 18, parent = self} end
GoButton{group = self.main, x = gw - 30, y = gh - 20, parent = self}
-- WishlistButton{group = self.main, x = gw - 147, y = gh - 20, parent = self}
end
function BuyScreen:update(dt)
self:update_game_object(dt*slow_amount)
cascade_instance.pitch = 1
self.main:update(dt*slow_amount)
self.effects:update(dt*slow_amount)
self.ui:update(dt*slow_amount)
if self.shop_text then self.shop_text:update(dt) end
if self.sets_text then self.sets_text:update(dt) end
if self.party_text then self.party_text:update(dt) end
if self.items_text then self.items_text:update(dt) end
end
function BuyScreen:draw()
self.main:draw()
self.effects:draw()
if self.items_text then self.items_text:draw(32, 150) end
self.ui:draw()
if self.shop_text then self.shop_text:draw(64, 20) end
if self.sets_text then self.sets_text:draw(328, 20) end
if self.party_text then self.party_text:draw(440, 20) end
end
function BuyScreen:buy(character, i)
local bought
if table.any(self.units, function(v) return v.character == character end) and gold >= character_tiers[character] then
gold = gold - character_tiers[character]
self.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
for _, unit in ipairs(self.units) do
if unit.character == character then
if unit.level == 1 then
unit.reserve[1] = unit.reserve[1] + 1
if unit.reserve[1] > 1 then
unit.reserve[1] = 0
unit.level = 2
unit.spawn_effect = true
end
elseif unit.level == 2 then
unit.reserve[1] = unit.reserve[1] + 1
if unit.reserve[1] > 2 then
if unit.reserve[2] == 1 then
unit.reserve[2] = 0
unit.reserve[1] = 0
unit.level = 3
unit.spawn_effect = true
else
unit.reserve[2] = unit.reserve[2] + 1
unit.reserve[1] = 0
end
end
end
end
end
bought = true
else
if #self.units >= 10 then
if not self.info_text then
self.info_text = InfoText{group = main.current.ui}
self.info_text:activate({
{text = '[fg]maximum number of units [yellow](10) [fg]reached', font = pixul_font, alignment = 'center'},
}, nil, nil, nil, nil, 16, 4, nil, 2)
self.info_text.x, self.info_text.y = gw - 140, gh - 20
end
self.t:after(2, function() self.info_text:deactivate(); self.info_text.dead = true; self.info_text = nil end, 'info_text')
else
if gold >= character_tiers[character] then
gold = gold - character_tiers[character]
self.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
table.insert(self.units, {character = character, level = 1, reserve = {0, 0}})
bought = true
end
end
end
self:set_party_and_sets()
return bought
end
function BuyScreen:gain_gold(amount)
gold = gold + amount or 0
self.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
end
function BuyScreen:set_cards(level, dont_spawn_effect)
if self.cards then for i = 1, 3 do if self.cards[i] then self.cards[i]:die(dont_spawn_effect) end end end
self.cards = {}
local all_units = {}
local unit_1
local unit_2
local unit_3
repeat
unit_1 = random:table(tier_to_characters[random:weighted_pick(unpack(level_to_tier_weights[level or self.level]))])
unit_2 = random:table(tier_to_characters[random:weighted_pick(unpack(level_to_tier_weights[level or self.level]))])
unit_3 = random:table(tier_to_characters[random:weighted_pick(unpack(level_to_tier_weights[level or self.level]))])
all_units = {unit_1, unit_2, unit_3}
until not table.all(all_units, function(v) return table.any(non_attacking_characters, function(u) return v == u end) end)
self.cards[1] = ShopCard{group = self.main, x = 60, y = 75, w = 80, h = 90, unit = unit_1, parent = self, i = 1}
self.cards[2] = ShopCard{group = self.main, x = 140, y = 75, w = 80, h = 90, unit = unit_2, parent = self, i = 2}
self.cards[3] = ShopCard{group = self.main, x = 220, y = 75, w = 80, h = 90, unit = unit_3, parent = self, i = 3}
end
function BuyScreen:set_party_and_sets()
if self.characters then for _, part in ipairs(self.characters) do part:die() end end
self.characters = {}
local y = 40
for i, unit in ipairs(self.units) do
table.insert(self.characters, CharacterPart{group = self.main, x = gw - 30, y = y + (i-1)*20, character = unit.character, level = unit.level, reserve = unit.reserve, i = i, spawn_effect = unit.spawn_effect, parent = self})
unit.spawn_effect = false
end
if self.sets then for _, icon in ipairs(self.sets) do icon:die(true) end end
self.sets = {}
local classes = get_classes(self.units)
for i, class in ipairs(classes) do
local x, y
if #classes <= 6 then x, y = math.index_to_coordinates(i, 2)
else x, y = math.index_to_coordinates(i, 3) end
table.insert(self.sets, ClassIcon{group = self.main, x = (#classes <= 6 and 319 or 308) + (x-1)*20, y = 45 + (y-1)*56, class = class, units = self.units, parent = self})
end
end
WishlistButton = Object:extend()
WishlistButton:implement(GameObject)
function WishlistButton:init(args)
self:init_game_object(args)
self.interact_with_mouse = true
if self.w_to_wishlist then
self.shape = Rectangle(self.x, self.y, 85, 18)
self.text = Text({{text = '[bg10]w to wishlist', font = pixul_font, alignment = 'center'}}, global_text_tags)
else
self.shape = Rectangle(self.x, self.y, 110, 18)
self.text = Text({{text = '[bg10]wishlist on steam', font = pixul_font, alignment = 'center'}}, global_text_tags)
end
end
function WishlistButton:update(dt)
self:update_game_object(dt)
if self.selected and input.m1.pressed then
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.spring:pull(0.2, 200, 10)
self.selected = true
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
system.open_url'https://store.steampowered.com/app/915310/SNKRX/'
end
end
function WishlistButton:draw()
graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y)
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or bg[1])
self.text:draw(self.x, self.y + 1)
graphics.pop()
end
function WishlistButton:on_mouse_enter()
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.selected = true
if self.w_to_wishlist then
self.text:set_text{{text = '[fgm5]w to wishlist', font = pixul_font, alignment = 'center'}}
else
self.text:set_text{{text = '[fgm5]wishlist on steam', font = pixul_font, alignment = 'center'}}
end
self.spring:pull(0.2, 200, 10)
end
function WishlistButton:on_mouse_exit()
if self.w_to_wishlist then
self.text:set_text{{text = '[bg10]w to wishlist', font = pixul_font, alignment = 'center'}}
else
self.text:set_text{{text = '[bg10]wishlist on steam', font = pixul_font, alignment = 'center'}}
end
self.selected = false
end
GoButton = Object:extend()
GoButton:implement(GameObject)
function GoButton:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, 28, 18)
self.interact_with_mouse = true
self.text = Text({{text = '[bg10]GO!', font = pixul_font, alignment = 'center'}}, global_text_tags)
end
function GoButton:update(dt)
self:update_game_object(dt)
if self.selected and input.m1.pressed and not self.transitioning then
if #self.parent.units == 0 then
if not self.info_text then
error1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.info_text = InfoText{group = main.current.ui}
self.info_text:activate({
{text = '[fg]cannot start the round with [yellow]0 [fg]units', font = pixul_font, alignment = 'center'},
}, nil, nil, nil, nil, 16, 4, nil, 2)
self.info_text.x, self.info_text.y = gw/2, gh/2 + 10
end
self.t:after(2, function() self.info_text:deactivate(); self.info_text.dead = true; self.info_text = nil end, 'info_text')
else
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.spring:pull(0.2, 200, 10)
self.selected = true
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_transition1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.transitioning = true
TransitionEffect{group = main.transitions, x = self.x, y = self.y, color = character_colors[random:table(self.parent.units).character], transition_action = function()
main:add(Arena'arena')
main:go_to('arena', ((self.parent.first_screen and 1) or (self.parent.level + 1)), self.parent.units)
end, text = Text({{text = '[wavy, bg]level ' .. ((self.parent.first_screen and 1) or (self.parent.level + 1)), font = pixul_font, alignment = 'center'}}, global_text_tags)}
end
end
end
function GoButton:draw()
graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y)
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or bg[1])
self.text:draw(self.x, self.y + 1)
graphics.pop()
end
function GoButton:on_mouse_enter()
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.selected = true
self.text:set_text{{text = '[fgm5]GO!', font = pixul_font, alignment = 'center'}}
self.spring:pull(0.2, 200, 10)
end
function GoButton:on_mouse_exit()
self.text:set_text{{text = '[bg10]GO!', font = pixul_font, alignment = 'center'}}
self.selected = false
end
RerollButton = Object:extend()
RerollButton:implement(GameObject)
function RerollButton:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, 54, 16)
self.interact_with_mouse = true
self.text = Text({{text = '[bg10]reroll: [yellow]2', font = pixul_font, alignment = 'center'}}, global_text_tags)
end
function RerollButton:update(dt)
self:update_game_object(dt)
if self.selected and input.m1.pressed then
if gold < 2 then
self.spring:pull(0.2, 200, 10)
self.selected = true
error1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
if not self.info_text then
self.info_text = InfoText{group = main.current.ui}
self.info_text:activate({
{text = '[fg]not enough gold', font = pixul_font, alignment = 'center'},
}, nil, nil, nil, nil, 16, 4, nil, 2)
self.info_text.x, self.info_text.y = gw/2, gh/2 + 10
end
self.t:after(2, function() self.info_text:deactivate(); self.info_text.dead = true; self.info_text = nil end, 'info_text')
else
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.parent:set_cards(random:int(1, 25), true)
self.selected = true
self.spring:pull(0.2, 200, 10)
gold = gold - 2
self.parent.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
end
end
end
function RerollButton:draw()
graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y)
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or bg[1])
self.text:draw(self.x, self.y + 1)
graphics.pop()
end
function RerollButton:on_mouse_enter()
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.selected = true
self.text:set_text{{text = '[fgm5]reroll: 2', font = pixul_font, alignment = 'center'}}
self.spring:pull(0.2, 200, 10)
end
function RerollButton:on_mouse_exit()
self.text:set_text{{text = '[bg10]reroll: [yellow]2', font = pixul_font, alignment = 'center'}}
self.selected = false
end
CharacterPart = Object:extend()
CharacterPart:implement(GameObject)
function CharacterPart:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, self.sx*20, self.sy*20)
self.interact_with_mouse = true
self.parts = {}
local x = self.x - 20
if self.reserve then
if self.reserve[2] and self.reserve[2] == 1 then
table.insert(self.parts, CharacterPart{group = main.current.main, x = x, y = self.y, character = self.character, level = 2, i = self.i, parent = self})
x = x - 20
end
for i = 1, self.reserve and self.reserve[1] or 0 do
table.insert(self.parts, CharacterPart{group = main.current.main, x = x, y = self.y, character = self.character, level = 1, sx = 0.9, sy = 0.9, i = self.i, parent = self})
x = x - 20
end
end
self.spring:pull(0.2, 200, 10)
if self.spawn_effect then SpawnEffect{group = main.current.effects, x = self.x, y = self.y, color = character_colors[self.character]} end
self.just_created = true
self.t:after(0.1, function() self.just_created = false end)
end
function CharacterPart:update(dt)
self:update_game_object(dt)
if self.selected and input.m2.pressed and not self.just_created then
_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
if self.reserve then
self.parent:gain_gold(self:get_sale_price())
table.remove(self.parent.units, self.i)
self:die()
self.parent:set_party_and_sets()
else
self.parent.parent:gain_gold(self:get_sale_price())
self.parent.parent.units[self.i].reserve[self.level] = self.parent.parent.units[self.i].reserve[self.level] - 1
self:die()
self.parent.parent:set_party_and_sets()
end
end
end
function CharacterPart:draw()
graphics.push(self.x, self.y, 0, self.sx*self.spring.x, self.sy*self.spring.x)
graphics.rectangle(self.x, self.y, 14, 14, 3, 3, character_colors[self.character])
graphics.print_centered(self.level, pixul_font, self.x + 0.5, self.y + 2, 0, 1, 1, 0, 0, _G[character_color_strings[self.character]][-5])
graphics.pop()
end
function CharacterPart:on_mouse_enter()
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
self.selected = true
self.spring:pull(0.2, 200, 10)
self.info_text = InfoText{group = main.current.ui}
self.info_text:activate({
{text = '[' .. character_color_strings[self.character] .. ']' .. self.character:capitalize() .. '[fg] - [yellow]Lv.' .. self.level .. '[fg] - sells for [yellow]' .. self:get_sale_price(),
font = pixul_font, alignment = 'center', height_multiplier = 1.25},
{text = character_descriptions[self.character](get_character_stat(self.character, self.level, 'dmg')), font = pixul_font, alignment = 'center'},
}, nil, nil, nil, nil, 16, 4, nil, 2)
self.info_text.x, self.info_text.y = gw/2, gh/2 + 10
end
function CharacterPart:get_sale_price()
local total = 0
total = total + ((self.level == 1 and 1) or (self.level == 2 and 4) or (self.level == 3 and 8))
if self.reserve then
if self.reserve[2] then total = total + self.reserve[2]*4 end
if self.reserve[1] then total = total + self.reserve[1] end
end
return total
end
function CharacterPart:on_mouse_exit()
self.selected = false
self.info_text:deactivate()
self.info_text.dead = true
self.info_text = nil
end
function CharacterPart:die()
self.dead = true
for _, part in ipairs(self.parts) do part:die() end
if self.info_text then
self.info_text:deactivate()
self.info_text.dead = true
self.info_text = nil
end
end
ShopCard = Object:extend()
ShopCard:implement(GameObject)
function ShopCard:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, self.w, self.h)
self.interact_with_mouse = true
self.character_icon = CharacterIcon{group = main.current.effects, x = self.x, y = self.y - 26, character = self.unit, parent = self}
self.class_icons = {}
for i, class in ipairs(character_classes[self.unit]) do
local x = self.x
if #character_classes[self.unit] == 2 then x = self.x - 10
elseif #character_classes[self.unit] == 3 then x = self.x - 20 end
table.insert(self.class_icons, ClassIcon{group = main.current.effects, x = x + (i-1)*20, y = self.y + 6, class = class, character = self.unit, units = self.parent.units, parent = self})
end
self.cost = character_tiers[self.unit]
self.spring:pull(0.2, 200, 10)
end
function ShopCard:update(dt)
self:update_game_object(dt)
if self.selected and input.m1.pressed then
if self.parent:buy(self.unit, self.i) then
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self:die()
self.parent.cards[self.i] = nil
else
error1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.spring:pull(0.2, 200, 10)
self.character_icon.spring:pull(0.2, 200, 10)
for _, ci in ipairs(self.class_icons) do ci.spring:pull(0.2, 200, 10) end
end
end
end
function ShopCard:select()
self.selected = true
self.spring:pull(0.2, 200, 10)
self.t:every_immediate(1.4, function()
if self.selected then
self.t:tween(0.7, self, {sx = 0.97, sy = 0.97, plus_r = -math.pi/32}, math.linear, function()
self.t:tween(0.7, self, {sx = 1.03, sy = 1.03, plus_r = math.pi/32}, math.linear, nil, 'pulse_1')
end, 'pulse_2')
end
end, nil, nil, 'pulse')
end
function ShopCard:unselect()
self.selected = false
self.t:cancel'pulse'
self.t:cancel'pulse_1'
self.t:cancel'pulse_2'
self.t:tween(0.1, self, {sx = 1, sy = 1, plus_r = 0}, math.linear, function() self.sx, self.sy, self.plus_r = 1, 1, 0 end, 'pulse')
end
function ShopCard:draw()
graphics.push(self.x, self.y, 0, self.sx*self.spring.x, self.sy*self.spring.x)
if self.selected then
graphics.rectangle(self.x, self.y, self.w, self.h, 6, 6, bg[-1])
end
graphics.pop()
end
function ShopCard:on_mouse_enter()
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.selected = true
self.spring:pull(0.1)
self.character_icon.spring:pull(0.1, 200, 10)
for _, class_icon in ipairs(self.class_icons) do
class_icon.selected = true
class_icon.spring:pull(0.1, 200, 10)
end
end
function ShopCard:on_mouse_exit()
self.selected = false
for _, class_icon in ipairs(self.class_icons) do class_icon.selected = false end
end
function ShopCard:die(dont_spawn_effect)
self.dead = true
self.character_icon:die(dont_spawn_effect)
for _, class_icon in ipairs(self.class_icons) do class_icon:die(dont_spawn_effect) end
if self.info_text then
self.info_text:deactivate()
self.info_text.dead = true
self.info_text = nil
end
end
CharacterIcon = Object:extend()
CharacterIcon:implement(GameObject)
function CharacterIcon:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, 40, 20)
self.interact_with_mouse = true
self.character_text = Text({{text = '[' .. character_color_strings[self.character] .. ']' .. self.character, font = pixul_font, alignment = 'center'}}, global_text_tags)
end
function CharacterIcon:update(dt)
self:update_game_object(dt)
self.character_text:update(dt)
end
function CharacterIcon:draw()
graphics.push(self.x, self.y, 0, self.sx*self.spring.x, self.sy*self.spring.x)
graphics.rectangle(self.x, self.y - 7, 14, 14, 3, 3, character_colors[self.character])
graphics.print_centered(self.parent.cost, pixul_font, self.x + 0.5, self.y - 5, 0, 1, 1, 0, 0, _G[character_color_strings[self.character]][-5])
self.character_text:draw(self.x, self.y + 10)
graphics.pop()
end
function CharacterIcon:on_mouse_enter()
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
self.spring:pull(0.2, 200, 10)
self.info_text = InfoText{group = main.current.ui}
self.info_text:activate({
{text = '[' .. character_color_strings[self.character] .. ']' .. self.character:capitalize() .. '[fg] - cost: [yellow]' .. self.parent.cost, font = pixul_font, alignment = 'center', height_multiplier = 1.25},
{text = character_descriptions[self.character](get_character_stat(self.character, 1, 'dmg')), font = pixul_font, alignment = 'center'},
}, nil, nil, nil, nil, 16, 4, nil, 2)
self.info_text.x, self.info_text.y = gw/2, gh/2 + 10
end
function CharacterIcon:on_mouse_exit()
self.info_text:deactivate()
self.info_text.dead = true
self.info_text = nil
end
function CharacterIcon:die(dont_spawn_effect)
self.dead = true
if not dont_spawn_effect then SpawnEffect{group = main.current.effects, x = self.x, y = self.y + 4, color = character_colors[self.character]} end
if self.info_text then
self.info_text:deactivate()
self.info_text.dead = true
self.info_text = nil
end
end
ClassIcon = Object:extend()
ClassIcon:implement(GameObject)
function ClassIcon:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y + 11, 20, 40)
self.interact_with_mouse = true
self.t:every(0.5, function() self.flash = not self.flash end)
self.spring:pull(0.2, 200, 10)
end
function ClassIcon:update(dt)
self:update_game_object(dt)
end
function ClassIcon:draw()
graphics.push(self.x, self.y, 0, self.sx*self.spring.x, self.sy*self.spring.x)
local i, j, n = class_set_numbers[self.class](self.units)
local next_n
if self.parent:is(ShopCard) then
next_n = n+1
if next_n > j then next_n = nil end
if table.any(self.units, function(v) return v.character == self.character end) then next_n = nil end
end
graphics.rectangle(self.x, self.y, 16, 24, 4, 4, (n >= i) and class_colors[self.class] or bg[3])
_G[self.class]:draw(self.x, self.y, 0, 0.3, 0.3, 0, 0, (n >= i) and _G[class_color_strings[self.class]][-5] or bg[10])
graphics.rectangle(self.x, self.y + 26, 16, 16, 3, 3, bg[3])
if i == 2 then
graphics.line(self.x - 3, self.y + 20, self.x - 3, self.y + 25, (n >= 1) and class_colors[self.class] or bg[10], 3)
graphics.line(self.x - 3, self.y + 27, self.x - 3, self.y + 32, (n >= 2) and class_colors[self.class] or bg[10], 3)
graphics.line(self.x + 4, self.y + 20, self.x + 4, self.y + 25, (n >= 3) and class_colors[self.class] or bg[10], 3)
graphics.line(self.x + 4, self.y + 27, self.x + 4, self.y + 32, (n >= 4) and class_colors[self.class] or bg[10], 3)
if next_n then
if next_n == 1 then
graphics.line(self.x - 3, self.y + 20, self.x - 3, self.y + 25, self.flash and class_colors[self.class] or bg[10], 3)
elseif next_n == 2 then
graphics.line(self.x - 3, self.y + 27, self.x - 3, self.y + 32, self.flash and class_colors[self.class] or bg[10], 3)
elseif next_n == 3 then
graphics.line(self.x + 4, self.y + 20, self.x + 4, self.y + 25, self.flash and class_colors[self.class] or bg[10], 3)
elseif next_n == 4 then
graphics.line(self.x + 4, self.y + 27, self.x + 4, self.y + 32, self.flash and class_colors[self.class] or bg[10], 3)
end
end
elseif i == 3 then
graphics.line(self.x - 4, self.y + 22, self.x - 4, self.y + 30, (n >= 1) and class_colors[self.class] or bg[10], 2)
graphics.line(self.x, self.y + 22, self.x, self.y + 30, (n >= 2) and class_colors[self.class] or bg[10], 2)
graphics.line(self.x + 4, self.y + 22, self.x + 4, self.y + 30, (n >= 3) and class_colors[self.class] or bg[10], 2)
if next_n then
if next_n == 1 then
graphics.line(self.x - 4, self.y + 22, self.x - 4, self.y + 30, self.flash and class_colors[self.class] or bg[10], 2)
elseif next_n == 2 then
graphics.line(self.x, self.y + 22, self.x, self.y + 30, self.flash and class_colors[self.class] or bg[10], 2)
elseif next_n == 3 then
graphics.line(self.x + 4, self.y + 22, self.x + 4, self.y + 30, self.flash and class_colors[self.class] or bg[10], 2)
end
end
elseif i == 1 then
graphics.line(self.x - 3, self.y + 22, self.x - 3, self.y + 30, (n >= 1) and class_colors[self.class] or bg[10], 3)
graphics.line(self.x + 4, self.y + 22, self.x + 4, self.y + 30, (n >= 2) and class_colors[self.class] or bg[10], 3)
if next_n then
if next_n == 1 then
graphics.line(self.x - 3, self.y + 22, self.x - 3, self.y + 30, (n >= 1) and class_colors[self.class] or bg[10], 3)
elseif next_n == 2 then
graphics.line(self.x + 4, self.y + 22, self.x + 4, self.y + 30, (n >= 2) and class_colors[self.class] or bg[10], 3)
end
end
end
graphics.pop()
end
function ClassIcon:on_mouse_enter()
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
self.spring:pull(0.2, 200, 10)
local i, j, owned = class_set_numbers[self.class](self.units)
self.info_text = InfoText{group = main.current.ui}
self.info_text:activate({
{text = '[' .. class_color_strings[self.class] .. ']' .. self.class:capitalize() .. '[fg] - owned: [yellow]' .. owned, font = pixul_font, alignment = 'center', height_multiplier = 1.25},
{text = class_descriptions[self.class]((owned >= j and 2) or (owned >= i and 1) or 0), font = pixul_font, alignment = 'center'},
}, nil, nil, nil, nil, 16, 4, nil, 2)
self.info_text.x, self.info_text.y = gw/2, gh/2 + 10
end
function ClassIcon:on_mouse_exit()
self.info_text:deactivate()
self.info_text.dead = true
self.info_text = nil
end
function ClassIcon:die(dont_spawn_effect)
self.dead = true
local i, j, n = class_set_numbers[self.class](self.units)
if not dont_spawn_effect then SpawnEffect{group = main.current.effects, x = self.x, y = self.y + 4, color = (n >= i) and class_colors[self.class] or bg[3]} end
if self.info_text then
self.info_text:deactivate()
self.info_text.dead = true
self.info_text = nil
end
end