SNKRX/objects.lua

324 lines
9.5 KiB
Lua

LightningLine = Object:extend()
LightningLine:implement(GameObject)
function LightningLine:init(args)
self:init_game_object(args)
self.lines = {}
table.insert(self.lines, {x1 = self.src.x, y1 = self.src.y, x2 = self.dst.x, y2 = self.dst.y})
self.w = 3
self.generations = 3
self.max_offset = 8
self:generate()
self.t:tween(0.1, self, {w = 1}, math.linear, function() self.dead = true end)
self.color = blue[0]
HitCircle{group = main.current.effects, x = self.src.x, y = self.src.y, rs = 6, color = fg[0], duration = 0.1}
for i = 1, 2 do HitParticle{group = main.current.effects, x = self.src.x, y = self.src.y, color = blue[0]} end
HitCircle{group = main.current.effects, x = self.dst.x, y = self.dst.y, rs = 6, color = fg[0], duration = 0.1}
HitParticle{group = main.current.effects, x = self.dst.x, y = self.dst.y, color = blue[0]}
end
function LightningLine:update(dt)
self:update_game_object(dt)
end
function LightningLine:draw()
graphics.polyline(self.color, self.w, unpack(self.points))
end
function LightningLine:generate()
local offset_amount = self.max_offset
local lines = self.lines
for j = 1, self.generations do
for i = #self.lines, 1, -1 do
local x1, y1 = self.lines[i].x1, self.lines[i].y1
local x2, y2 = self.lines[i].x2, self.lines[i].y2
table.remove(self.lines, i)
local x, y = (x1+x2)/2, (y1+y2)/2
local p = Vector(x2-x1, y2-y1):normalize():perpendicular()
x = x + p.x*random:float(-offset_amount, offset_amount)
y = y + p.y*random:float(-offset_amount, offset_amount)
table.insert(self.lines, {x1 = x1, y1 = y1, x2 = x, y2 = y})
table.insert(self.lines, {x1 = x, y1 = y, x2 = x2, y2 = y2})
end
offset_amount = offset_amount/2
end
self.points = {}
while #self.lines > 0 do
local min_d, min_i = 1000000, 0
for i, line in ipairs(self.lines) do
local d = math.distance(self.src.x, self.src.y, line.x1, line.y1)
if d < min_d then
min_d = d
min_i = i
end
end
local line = table.remove(self.lines, min_i)
table.insert(self.points, line.x1)
table.insert(self.points, line.y1)
end
end
WallKnife = Object:extend()
WallKnife:implement(GameObject)
WallKnife:implement(Physics)
function WallKnife:init(args)
self:init_game_object(args)
self:set_as_rectangle(10, 4, 'dynamic', 'projectile')
self.hfx:add('hit', 1)
self.hfx:use('hit', 0.25)
self.t:tween({0.8, 1.6}, self, {v = 0}, math.linear, function()
self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)
end)
self.vr = self.r
self.dvr = random:table{random:float(-8*math.pi, -4*math.pi), random:float(4*math.pi, 8*math.pi)}
end
function WallKnife:update(dt)
self:update_game_object(dt)
self:set_angle(self.r)
self:move_along_angle(self.v, self.r)
self.vr = self.vr + self.dvr*dt
end
function WallKnife:draw()
if self.hidden then return end
graphics.push(self.x, self.y, self.vr, self.hfx.hit.x, self.hfx.hit.x)
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 2, 2, self.hfx.hit.f and fg[0] or self.color)
graphics.pop()
end
WallArrow = Object:extend()
WallArrow:implement(GameObject)
function WallArrow:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, 10, 4)
self.hfx:add('hit', 1)
self.hfx:use('hit', 0.25)
self.t:after({0.8, 2}, function()
self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)
end)
end
function WallArrow:update(dt)
self:update_game_object(dt)
end
function WallArrow:draw()
if self.hidden then return end
graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x)
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 2, 2, self.hfx.hit.f and fg[0] or self.color)
graphics.pop()
end
Unit = Object:extend()
function Unit:init_unit()
self.level = self.level or 1
self.hfx:add('hit', 1)
self.hfx:add('shoot', 1)
self.hp_bar = HPBar{group = main.current.effects, parent = self}
self.effect_bar = EffectBar{group = main.current.effects, parent = self}
end
function Unit:bounce(nx, ny)
local vx, vy = self:get_velocity()
if nx == 0 then
self:set_velocity(vx, -vy)
self.r = 2*math.pi - self.r
end
if ny == 0 then
self:set_velocity(-vx, vy)
self.r = math.pi - self.r
end
return self.r
end
function Unit:show_hp(n)
self.hp_bar.hidden = false
self.hp_bar.color = red[0]
self.t:after(n or 2, function() self.hp_bar.hidden = true end, 'hp_bar')
end
function Unit:show_heal(n)
self.effect_bar.hidden = false
self.effect_bar.color = green[0]
self.t:after(n or 4, function() self.effect_bar.hidden = true end, 'effect_bar')
end
function Unit:show_infused(n)
self.effect_bar.hidden = false
self.effect_bar.color = blue[0]
self.t:after(n or 4, function() self.effect_bar.hidden = true end, 'effect_bar')
end
function Unit:show_squire(n)
self.effect_bar.hidden = false
self.effect_bar.color = purple[0]
self.t:after(n or 4, function() self.effect_bar.hidden = false end, 'effect_bar')
end
function Unit:show_chronomancer(n)
self.effect_bar.hidden = false
self.effect_bar.color = purple[0]
self.t:after(n or 2, function() self.effect_bar.hidden = false end, 'effect_bar')
end
function Unit:calculate_damage(dmg)
if self.def >= 0 then dmg = dmg*(100/(100+self.def))
else dmg = dmg*(2 - 100/(100+self.def)) end
return dmg
end
function Unit:calculate_stats(first_run)
if self:is(Player) then
self.base_hp = 100*math.pow(2, self.level-1)
self.base_dmg = 10*math.pow(2, self.level-1)
self.base_mvspd = 75
elseif self:is(Seeker) then
local x = self.level
local y = {0, 1, 4, 2, 3, 6, 3, 5, 9, 4, 6, 11, 7, 9, 15, 8, 10, 18, 9, 11, 21, 14, 15, 24, 25}
self.base_hp = 50 + 55*y[x]
self.base_dmg = 10 + 3*y[x]
self.base_mvspd = 70 + 3*y[x]
elseif self:is(Saboteur) then
self.base_hp = 100*math.pow(2, self.level-1)
self.base_dmg = 10*math.pow(2, self.level-1)
self.base_mvspd = 75
end
self.base_aspd_m = 1
self.base_area_dmg_m = 1
self.base_area_size_m = 1
self.base_def = 25
self.class_hp_a = 0
self.class_dmg_a = 0
self.class_def_a = 0
self.class_mvspd_a = 0
self.class_hp_m = 1
self.class_dmg_m = 1
self.class_aspd_m = 1
self.class_area_dmg_m = 1
self.class_area_size_m = 1
self.class_def_m = 1
self.class_mvspd_m = 1
if first_run then
self.buff_hp_a = 0
self.buff_dmg_a = 0
self.buff_def_a = 0
self.buff_mvspd_a = 0
self.buff_hp_m = 1
self.buff_dmg_m = 1
self.buff_aspd_m = 1
self.buff_area_dmg_m = 1
self.buff_area_size_m = 1
self.buff_def_m = 1
self.buff_mvspd_m = 1
end
for _, class in ipairs(self.classes) do self.class_hp_m = self.class_hp_m*class_stat_multipliers[class].hp end
self.max_hp = (self.base_hp + self.class_hp_a + self.buff_hp_a)*self.class_hp_m*self.buff_hp_m
if first_run then self.hp = self.max_hp end
for _, class in ipairs(self.classes) do self.class_dmg_m = self.class_dmg_m*class_stat_multipliers[class].dmg end
self.dmg = (self.base_dmg + self.class_dmg_a + self.buff_dmg_a)*self.class_dmg_m*self.buff_dmg_m
for _, class in ipairs(self.classes) do self.class_aspd_m = self.class_aspd_m*class_stat_multipliers[class].aspd end
self.aspd_m = 1/(self.base_aspd_m*self.class_aspd_m*self.buff_aspd_m)
for _, class in ipairs(self.classes) do self.class_area_dmg_m = self.class_area_dmg_m*class_stat_multipliers[class].area_dmg end
self.area_dmg_m = self.base_area_dmg_m*self.class_area_dmg_m*self.buff_area_dmg_m
for _, class in ipairs(self.classes) do self.class_area_size_m = self.class_area_size_m*class_stat_multipliers[class].area_size end
self.area_size_m = self.base_area_size_m*self.class_area_size_m*self.buff_area_size_m
for _, class in ipairs(self.classes) do self.class_def_m = self.class_def_m*class_stat_multipliers[class].def end
self.def = (self.base_def + self.class_def_a + self.buff_def_a)*self.class_def_m*self.buff_def_m
for _, class in ipairs(self.classes) do self.class_mvspd_m = self.class_mvspd_m*class_stat_multipliers[class].mvspd end
self.v = (self.base_mvspd + self.class_mvspd_a + self.buff_mvspd_a)*self.class_mvspd_m*self.buff_mvspd_m
end
EffectBar = Object:extend()
EffectBar:implement(GameObject)
EffectBar:implement(Parent)
function EffectBar:init(args)
self:init_game_object(args)
self.hidden = true
self.color = fg[0]
end
function EffectBar:update(dt)
self:update_game_object(dt)
self:follow_parent_exclusively()
end
function EffectBar:draw()
if self.hidden then return end
--[[
local p = self.parent
graphics.push(p.x, p.y, p.r, p.hfx.hit.x, p.hfx.hit.x)
graphics.rectangle(p.x, p.y, 3, 3, 1, 1, self.color)
graphics.pop()
]]--
end
HPBar = Object:extend()
HPBar:implement(GameObject)
HPBar:implement(Parent)
function HPBar:init(args)
self:init_game_object(args)
self.hidden = true
end
function HPBar:update(dt)
self:update_game_object(dt)
self:follow_parent_exclusively()
end
function HPBar:draw()
if self.hidden then return end
local p = self.parent
graphics.push(p.x, p.y, 0, p.hfx.hit.x, p.hfx.hit.x)
graphics.line(p.x - 0.5*p.shape.w, p.y - p.shape.h, p.x + 0.5*p.shape.w, p.y - p.shape.h, bg[-3], 2)
local n = math.remap(p.hp, 0, p.max_hp, 0, 1)
graphics.line(p.x - 0.5*p.shape.w, p.y - p.shape.h, p.x - 0.5*p.shape.w + n*p.shape.w, p.y - p.shape.h,
p.hfx.hit.f and fg[0] or ((p:is(Player) and green[0]) or (table.any(main.current.enemies, function(v) return p:is(v) end) and red[0])), 2)
graphics.pop()
end