SNKRX/arena.lua

529 lines
26 KiB
Lua

Arena = Object:extend()
Arena:implement(State)
Arena:implement(GameObject)
function Arena:init(name)
self:init_state(name)
self:init_game_object()
end
function Arena:on_enter(from, level, units)
self.hfx:add('condition1', 1)
self.hfx:add('condition2', 1)
self.level = level or 1
self.units = units
self.logo = true
self.floor = Group()
self.main = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile'})
self.post_main = Group()
self.effects = Group()
self.ui = Group()
self.main:disable_collision_between('player', 'player')
self.main:disable_collision_between('player', 'projectile')
self.main:disable_collision_between('player', 'enemy_projectile')
self.main:disable_collision_between('projectile', 'projectile')
self.main:disable_collision_between('projectile', 'enemy_projectile')
self.main:disable_collision_between('projectile', 'enemy')
self.main:disable_collision_between('enemy_projectile', 'enemy')
self.main:disable_collision_between('enemy_projectile', 'enemy_projectile')
self.main:enable_trigger_between('projectile', 'enemy')
self.main:enable_trigger_between('enemy_projectile', 'player')
self.damage_dealt = 0
self.damage_taken = 0
self.main_slow_amount = 1
self.enemies = {Seeker}
self.color = self.color or fg[0]
-- Spawn solids and player
self.x1, self.y1 = gw/2 - 0.8*gw/2, gh/2 - 0.8*gh/2
self.x2, self.y2 = gw/2 + 0.8*gw/2, gh/2 + 0.8*gh/2
self.spawn_points = {
{x = self.x1 + 32, y = self.y1 + 32, r = math.pi/4},
{x = self.x1 + 32, y = self.y2 - 32, r = -math.pi/4},
{x = self.x2 - 32, y = self.y1 + 32, r = 3*math.pi/4},
{x = self.x2 - 32, y = self.y2 - 32, r = -3*math.pi/4},
{x = gw/2, y = gh/2, r = random:float(0, 2*math.pi)}
}
self.spawn_offsets = {{x = -12, y = -12}, {x = 12, y = -12}, {x = 12, y = 12}, {x = -12, y = 12}, {x = 0, y = 0}}
self.last_spawn_enemy_time = love.timer.getTime()
Wall{group = self.main, vertices = math.to_rectangle_vertices(-40, -40, self.x1, gh + 40), color = bg[-1]}
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x2, -40, gw + 40, gh + 40), color = bg[-1]}
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x1, -40, self.x2, self.y1), color = bg[-1]}
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x1, self.y2, self.x2, gh + 40), color = bg[-1]}
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(-40, -40, self.x1, gh + 40), color = bg[-1]}
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x2, -40, gw + 40, gh + 40), color = bg[-1]}
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x1, -40, self.x2, self.y1), color = bg[-1]}
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x1, self.y2, self.x2, gh + 40), color = bg[-1]}
for i, unit in ipairs(units) do
if i == 1 then
self.player = Player{group = self.main, x = gw/2, y = gh/2 + 16, leader = true, character = unit.character, level = unit.level}
else
self.player:add_follower(Player{group = self.main, character = unit.character, level = unit.level})
end
end
if self.level == 1000 then
self.level_1000_text = Text2{group = self.ui, x = gw/2, y = gh/2, lines = {{text = '[fg, wavy_mid]SNKRX', font = fat_font, alignment = 'center'}}}
-- self.level_1000_text2 = Text2{group = self.ui, x = gw/2, y = gh/2 + 64, lines = {{text = '[fg, wavy_mid]SNKRX', font = pixul_font, alignment = 'center'}}}
-- Wall{group = self.main, vertices = math.to_rectangle_vertices(gw/2 - 0.45*self.level_1000_text.w, gh/2 - 0.3*self.level_1000_text.h, gw/2 + 0.45*self.level_1000_text.w, gh/2 - 3), snkrx = true, color = bg[-1]}
else
-- Set win condition and enemy spawns
self.win_condition = random:table{'time', 'enemy_kill', 'wave'}
if self.level == 18 and self.trailer then self.win_condition = 'wave' end
if self.win_condition == 'wave' then
self.level_to_max_waves = {
1, 2, random:int(2, 3),
3, 3, 3, random:int(3, 4),
4, 4, 4, 4, random:int(4, 5),
5, 5, 5, 5, 5, random:int(5, 6),
6, 7, 8, 9, 9, 10, 12
}
self.max_waves = self.level_to_max_waves[self.level]
self.wave = 0
self.start_time = 3
self.t:after(1, function()
self.t:every(1, function()
if self.start_time > 1 then alert1:play{volume = 0.5} end
self.start_time = self.start_time - 1
self.hfx:use('condition1', 0.25, 200, 10)
end, 3, function()
alert1:play{pitch = 1.2, volume = 0.5}
camera:shake(4, 0.25)
SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48}
self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 end, function()
self.wave = self.wave + 1
if self.wave > self.max_waves then return end
self.hfx:use('condition1', 0.25, 200, 10)
self.hfx:pull('condition2', 0.0625)
self.t:after(0.5, function()
local spawn_type = random:table{'left', 'middle', 'right'}
local spawn_points = {left = {x = self.x1 + 32, y = gh/2}, middle = {x = gw/2, y = gh/2}, right = {x = self.x2 - 32, y = gh/2}}
self:spawn_n_enemies(spawn_points[spawn_type], nil, 8 + (self.wave-1)*2)
end)
end, self.max_waves+1)
end)
self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 and self.wave > self.max_waves end, function() self.can_quit = true end)
end)
elseif self.win_condition == 'enemy_kill' then
self.level_to_enemies_to_kill = {
8, 12, random:int(14, 16),
16, 16, 18, random:int(18, 20),
20, 20, 20, 20, random:int(20, 22),
22, 22, 22, 22, 22, random:int(22, 24),
24, 26, 28, 30, 30, 32, 40
}
self.enemies_killed = 0
self.enemies_to_kill = self.level_to_enemies_to_kill[self.level]
self.enemy_spawn_delay = 8
self.enemies_spawned = 0
self.start_time = 3
self.t:after(1, function()
self.t:every(1, function()
if self.start_time > 1 then alert1:play{volume = 0.5} end
self.start_time = self.start_time - 1
self.hfx:use('condition1', 0.25, 200, 10)
end, 3, function()
alert1:play{pitch = 1.2, volume = 0.5}
camera:shake(4, 0.25)
SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48}
self:spawn_distributed_enemies()
self.t:every(2, function()
if love.timer.getTime() - self.last_spawn_enemy_time >= self.enemy_spawn_delay and #self.main:get_objects_by_class(self.enemies) < self.enemies_to_kill and not self.transitioning then
self:spawn_distributed_enemies()
end
end, nil, nil, 'spawn_enemies')
end)
end)
self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 and self.enemies_killed >= self.enemies_to_kill end, function() self.can_quit = true end)
elseif self.win_condition == 'time' then
self.level_to_time_left = {
20, 20, random:int(20, 25),
25, 25, 25, random:int(25, 30),
30, 30, 30, 30, random:int(30, 35),
35, 35, 35, 35, 35, random:int(35, 40),
40, 45, 50, 55, 55, 60, 80
}
self.time_left = self.level_to_time_left[self.level]
self.start_time = 3
self.t:after(1, function()
self.t:every(1, function()
if self.start_time > 1 then alert1:play{volume = 0.5} end
self.start_time = self.start_time - 1
self.hfx:use('condition1', 0.25, 200, 10)
end, 3, function()
alert1:play{pitch = 1.2, volume = 0.5}
camera:shake(4, 0.25)
SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48}
self.t:every(1, function()
self.time_left = self.time_left - 1
self.hfx:use('condition1', 0.25, 200, 10)
self.hfx:pull('condition2', 0.0625)
end, self.time_left)
self.t:every_immediate(2, function()
if #self.main:get_objects_by_classes(self.enemies) <= 0 or love.timer.getTime() - self.last_spawn_enemy_time >= 8 and not self.transitioning then
self:spawn_distributed_enemies()
end
end, self.time_left/2)
end)
end)
self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 and self.time_left <= 0 end, function() self.can_quit = true end)
end
if self.level == 18 and self.trailer then
Text2{group = self.ui, x = gw/2, y = gh/2 - 24, lines = {{text = '[fg, wavy]SNKRX', font = fat_font, alignment = 'center'}}}
Text2{group = self.ui, x = gw/2, y = gh/2, sx = 0.5, sy = 0.5, lines = {{text = '[fg, wavy_mid]try the demo & wishlist!', font = fat_font, alignment = 'center'}}}
Text2{group = self.ui, x = gw/2, y = gh/2 + 24, sx = 0.5, sy = 0.5, lines = {{text = '[light_bg, wavy_mid]music: kubbi - ember', font = fat_font, alignment = 'center'}}}
end
end
if self.level == 1 then
local t1 = Text2{group = self.floor, x = gw/2, y = gh/2 + 2, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]<- or a -> or d', font = fat_font, alignment = 'center'}}}
local t2 = Text2{group = self.floor, x = gw/2, y = gh/2 + 18, lines = {{text = '[light_bg]turn left turn right', font = pixul_font, alignment = 'center'}}}
local t3 = Text2{group = self.floor, x = gw/2, y = gh/2 + 46, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]s - mute sfx', font = fat_font, alignment = 'center'}}}
local t4 = Text2{group = self.floor, x = gw/2, y = gh/2 + 68, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]m - mute music', font = fat_font, alignment = 'center'}}}
t1.t:after(8, function() t1.t:tween(0.2, t1, {sy = 0}, math.linear, function() t1.sy = 0 end) end)
t2.t:after(8, function() t2.t:tween(0.2, t2, {sy = 0}, math.linear, function() t2.sy = 0 end) end)
t3.t:after(8, function() t3.t:tween(0.2, t3, {sy = 0}, math.linear, function() t3.sy = 0 end) end)
t4.t:after(8, function() t4.t:tween(0.2, t4, {sy = 0}, math.linear, function() t4.sy = 0 end) end)
end
-- Calculate class levels
local units = {}
table.insert(units, self.player)
for _, f in ipairs(self.player.followers) do table.insert(units, f) end
local rangers = 0
local warriors = 0
local healers = 0
local mages = 0
local nukers = 0
local conjurers = 0
local rogues = 0
local enchanters = 0
local psys = 0
for _, unit in ipairs(units) do
for _, unit_class in ipairs(unit.classes) do
if unit_class == 'ranger' then rangers = rangers + 1 end
if unit_class == 'warrior' then warriors = warriors + 1 end
if unit_class == 'healer' then healers = healers + 1 end
if unit_class == 'mage' then mages = mages + 1 end
if unit_class == 'nuker' then nukers = nukers + 1 end
if unit_class == 'conjurer' then conjurers = conjurers + 1 end
if unit_class == 'rogue' then rogues = rogues + 1 end
if unit_class == 'enchanter' then enchanters = enchanters + 1 end
if unit_class == 'psy' then psys = psys + 1 end
end
end
self.ranger_level = 0
if rangers >= 2 then self.ranger_level = 1 end
if rangers >= 4 then self.ranger_level = 2 end
self.warrior_level = 0
if warriors >= 2 then self.warrior_level = 1 end
if warriors >= 4 then self.warrior_level = 2 end
self.healer_level = 0
if healers >= 3 then self.healer_level = 1 end
self.mage_level = 0
if mages >= 2 then self.mage_level = 1 end
if mages >= 4 then self.mage_level = 2 end
self.nuke_level = 0
if nukers >= 2 then self.nuke_level = 1 end
if nukers >= 4 then self.nuke_level = 2 end
self.conjurer_level = 0
if conjurers >= 2 then self.conjurer_level = 1 end
self.rogue_level = 0
if rogues >= 2 then self.rogue_level = 1 end
if rogues >= 4 then self.rogue_level = 2 end
self.enchanter_level = 0
if enchanters >= 3 then self.enchanter_level = 1 end
self.psy_level = psys
end
function Arena:update(dt)
if input.escape.pressed and not self.transitioning then
if not self.paused then
trigger:tween(0.25, _G, {slow_amount = 0}, math.linear, function()
slow_amount = 0
self.paused = true
self.paused_t1 = Text2{group = self.ui, x = gw/2, y = gh/2 - 68, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]<- or a -> or d', font = fat_font, alignment = 'center'}}}
self.paused_t2 = Text2{group = self.ui, x = gw/2, y = gh/2 - 52, lines = {{text = '[bg10]turn left turn right', font = pixul_font, alignment = 'center'}}}
self.paused_t3 = Text2{group = self.ui, x = gw/2, y = gh/2 - 22, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]s - mute sfx', font = fat_font, alignment = 'center'}}}
self.paused_t4 = Text2{group = self.ui, x = gw/2, y = gh/2 + 0, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]m - mute music', font = fat_font, alignment = 'center'}}}
self.paused_t5 = Text2{group = self.ui, x = gw/2, y = gh/2 + 22, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]esc - resume game', font = fat_font, alignment = 'center'}}}
self.paused_t6 = Text2{group = self.ui, x = gw/2, y = gh/2 + 44, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]r - restart run', font = fat_font, alignment = 'center'}}}
self.paused_t7 = Text2{group = self.ui, x = gw/2, y = gh/2 + 68, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]w - wishlist on steam', font = fat_font, alignment = 'center'}}}
end, 'pause')
else
trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function()
slow_amount = 1
self.paused = false
self.paused_t1.dead = true
self.paused_t2.dead = true
self.paused_t3.dead = true
self.paused_t4.dead = true
self.paused_t5.dead = true
self.paused_t6.dead = true
self.paused_t7.dead = true
self.paused_t1 = nil
self.paused_t2 = nil
self.paused_t3 = nil
self.paused_t4 = nil
self.paused_t5 = nil
self.paused_t6 = nil
self.paused_t7 = nil
end, 'pause')
end
end
if self.paused or self.died and not self.transitioning then
if input.r.pressed then
self.transitioning = true
ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = fg[0], transition_action = function()
slow_amount = 1
gold = 2
cascade_instance:stop()
main:add(BuyScreen'buy_screen')
main:go_to('buy_screen', 0, {})
end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
end
if input.w.pressed then
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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
if input.w.pressed and self.won then
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
system.open_url'https://store.steampowered.com/app/915310/SNKRX/'
end
self:update_game_object(dt*slow_amount)
-- cascade_instance.pitch = math.clamp(slow_amount*self.main_slow_amount, 0.05, 1)
if input.k.pressed then
local enemies = self.main:get_objects_by_classes(self.enemies)
for _, enemy in ipairs(enemies) do enemy:hit(1000000000000) end
end
if self.enchanter_level == 1 then self.enchanter_dmg_m = 1.25
else self.enchanter_dmg_m = 1 end
self.floor:update(dt*slow_amount)
self.main:update(dt*slow_amount*self.main_slow_amount)
self.post_main:update(dt*slow_amount)
self.effects:update(dt*slow_amount)
self.ui:update(dt*slow_amount)
if self.can_quit and #self.main:get_objects_by_classes(self.enemies) <= 0 and not self.transitioning then
self.can_quit = false
self.transitioning = true
local gold_gained = random:int(level_to_gold_gained[self.level][1], level_to_gold_gained[self.level][2])
gold = gold + gold_gained
if self.level == 25 then
if not self.win_text and not self.win_text2 then
self.won = true
camera.x, camera.y = gw/2, gh/2
self.win_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 64, lines = {{text = '[wavy_mid, cbyc2]congratulations!', font = fat_font, alignment = 'center'}}}
self.t:after(2.5, function()
self.win_text2 = Text2{group = self.ui, x = gw/2, y = gh/2 + 16, lines = {
{text = "[fg]you've beaten the demo!", font = pixul_font, alignment = 'center', height_multiplier = 1.2},
{text = "[fg]the game's full version is coming in a few weeks,", font = pixul_font, alignment = 'center', height_multiplier = 1.2},
{text = "[fg]so if you liked the game, make sure to wishlist it!", font = pixul_font, alignment = 'center', height_multiplier = 5},
{text = "[wavy_mid, fg]thanks for playing!", font = pixul_font, alignment = 'center'},
}}
WishlistButton{group = self.ui, x = gw/2, y = gh/2 + 30, w_to_wishlist = true}
end)
end
else
if not self.arena_clear_text then self.arena_clear_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 48, lines = {{text = '[wavy_mid, cbyc]arena clear!', font = fat_font, alignment = 'center'}}} end
self.t:after(3, function()
ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
TransitionEffect{group = main.transitions, x = self.player.x, y = self.player.y, color = self.color, transition_action = function(t)
main:add(BuyScreen'buy_screen')
main:go_to('buy_screen', self.level, self.units)
t.t:after(0.1, function()
t.text:set_text({
{text = '[nudge_down, bg]gold gained: ' .. tostring(gold_gained), font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[wavy_lower, bg]damage taken: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[wavy_lower, bg]damage dealt: 0', font = pixul_font, alignment = 'center'}
})
_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
t.t:after(0.2, function()
t.text:set_text({
{text = '[wavy_lower, bg]gold gained: ' .. tostring(gold_gained), font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[nudge_down, bg]damage taken: ' .. tostring(math.round(self.damage_taken, 0)), font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[wavy_lower, bg]damage dealt: 0', font = pixul_font, alignment = 'center'}
})
_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
t.t:after(0.2, function()
t.text:set_text({
{text = '[wavy_lower, bg]gold gained: ' .. tostring(gold_gained), font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[wavy_lower, bg]damage taken: ' .. tostring(math.round(self.damage_taken, 0)), font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[nudge_down, bg]damage dealt: ' .. tostring(math.round(self.damage_dealt, 0)), font = pixul_font, alignment = 'center'}
})
_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
end)
end)
end)
end, text = Text({
{text = '[wavy_lower, bg]gold gained: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[wavy_lower, bg]damage taken: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[wavy_lower, bg]damage dealt: 0', font = pixul_font, alignment = 'center'}
}, global_text_tags)}
end, 'transition')
end
end
end
function Arena:draw()
self.floor:draw()
self.main:draw()
self.post_main:draw()
self.effects:draw()
if self.level == 18 and self.trailer then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end
self.ui:draw()
camera:attach()
if self.start_time and self.start_time > 0 then
graphics.push(gw/2, gh/2 - 48, 0, self.hfx.condition1.x, self.hfx.condition1.x)
graphics.print_centered(tostring(self.start_time), fat_font, gw/2, gh/2 - 48, 0, 1, 1, nil, nil, self.hfx.condition1.f and fg[0] or red[0])
graphics.pop()
end
if self.win_condition then
if self.win_condition == 'time' then
if self.start_time <= 0 then
graphics.push(self.x2 - 66, self.y1 - 9, 0, self.hfx.condition2.x, self.hfx.condition2.x)
graphics.print_centered('time left:', fat_font, self.x2 - 66, self.y1 - 9, 0, 0.6, 0.6, nil, nil, fg[0])
graphics.pop()
graphics.push(self.x2 - 18 + fat_font:get_text_width(tostring(self.time_left))/2, self.y1 - 8, 0, self.hfx.condition1.x, self.hfx.condition1.x)
graphics.print(tostring(self.time_left), fat_font, self.x2 - 18, self.y1 - 8, 0, 0.75, 0.75, nil, fat_font.h/2, self.hfx.condition1.f and fg[0] or yellow[0])
graphics.pop()
end
elseif self.win_condition == 'wave' then
if self.start_time <= 0 then
graphics.push(self.x2 - 50, self.y1 - 10, 0, self.hfx.condition2.x, self.hfx.condition2.x)
graphics.print_centered('wave:', fat_font, self.x2 - 50, self.y1 - 10, 0, 0.6, 0.6, nil, nil, fg[0])
graphics.pop()
graphics.push(self.x2 - 25 + fat_font:get_text_width(self.wave .. '/' .. self.max_waves)/2, self.y1 - 8, 0, self.hfx.condition1.x, self.hfx.condition1.x)
graphics.print(self.wave .. '/' .. self.max_waves, fat_font, self.x2 - 25, self.y1 - 8, 0, 0.75, 0.75, nil, fat_font.h/2, self.hfx.condition1.f and fg[0] or yellow[0])
graphics.pop()
end
elseif self.win_condition == 'enemy_kill' then
if self.start_time <= 0 then
graphics.push(self.x2 - 106, self.y1 - 10, 0, self.hfx.condition2.x, self.hfx.condition2.x)
graphics.print_centered('enemies killed:', fat_font, self.x2 - 106, self.y1 - 10, 0, 0.6, 0.6, nil, nil, fg[0])
graphics.pop()
graphics.push(self.x2 - 41 + fat_font:get_text_width(self.enemies_killed .. '/' .. self.enemies_to_kill)/2, self.y1 - 8, 0, self.hfx.condition1.x, self.hfx.condition1.x)
graphics.print(self.enemies_killed .. '/' .. self.enemies_to_kill, fat_font, self.x2 - 41, self.y1 - 8, 0, 0.75, 0.75, nil, fat_font.h/2, self.hfx.condition1.f and fg[0] or yellow[0])
graphics.pop()
end
end
end
camera:detach()
end
function Arena:die()
if not self.died_text and not self.won then
self.died = true
self.t:tween(2, self, {main_slow_amount = 0}, math.linear, function() self.main_slow_amount = 0 end)
self.died_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 32, lines = {
{text = '[wavy_mid, cbyc]you died...', font = fat_font, alignment = 'center', height_multiplier = 1.25},
}}
self.t:after(2, function()
self.death_info_text = Text2{group = self.ui, x = gw/2, y = gh/2 + 24, sx = 0.7, sy = 0.7, lines = {
{text = '[wavy_mid, light_bg]level reached: [wavy_mid, yellow]' .. self.level, font = fat_font, alignment = 'center'},
{text = '[wavy_mid, light_bg]r - start new run', font = fat_font, alignment = 'center'},
{text = '[wavy_mid, light_bg]w - wishlist on steam', font = fat_font, alignment = 'center'},
}}
end)
end
end
function Arena:enemy_killed()
if self.win_condition == 'enemy_kill' then
self.enemies_killed = self.enemies_killed + 1
self.hfx:use('condition1', 0.25, 200, 10)
self.hfx:pull('condition2', 0.0625)
self.enemy_spawn_delay = self.enemy_spawn_delay*0.95
if self.enemies_killed >= self.enemies_to_kill then
self.can_quit = true
self.t:cancel'spawn_enemies'
end
end
end
function Arena:spawn_distributed_enemies()
local t = {'4', '4+4', '4+4+4', '2x4', '3x4', '4x2'}
local spawn_type = t[random:weighted_pick(40, 20, 5, 15, 5, 15)]
local spawn_points = table.copy(self.spawn_points)
if spawn_type == '4' then
self:spawn_n_enemies(random:table_remove(spawn_points))
elseif spawn_type == '4+4' then
local p = random:table_remove(spawn_points)
self:spawn_n_enemies(p)
self.t:after(2, function() self:spawn_n_enemies(p) end)
elseif spawn_type == '4+4+4' then
local p = random:table_remove(spawn_points)
self:spawn_n_enemies(p)
self.t:after(1, function()
self:spawn_n_enemies(p)
self.t:after(1, function()
self:spawn_n_enemies(p)
end)
end)
elseif spawn_type == '2x4' then
self:spawn_n_enemies(random:table_remove(spawn_points), 1)
self:spawn_n_enemies(random:table_remove(spawn_points), 2)
elseif spawn_type == '3x4' then
self:spawn_n_enemies(random:table_remove(spawn_points), 1)
self:spawn_n_enemies(random:table_remove(spawn_points), 2)
self:spawn_n_enemies(random:table_remove(spawn_points), 3)
elseif spawn_type == '4x2' then
self:spawn_n_enemies(random:table_remove(spawn_points), 1, 2)
self:spawn_n_enemies(random:table_remove(spawn_points), 2, 2)
self:spawn_n_enemies(random:table_remove(spawn_points), 3, 2)
self:spawn_n_enemies(random:table_remove(spawn_points), 4, 2)
end
end
function Arena:spawn_n_enemies(p, j, n)
if self.died then return end
j = j or 1
n = n or 4
self.last_spawn_enemy_time = love.timer.getTime()
self.t:every(0.1, function()
if self.win_condition == 'enemy_kill' then
if self.enemies_spawned >= math.floor(1.4*self.enemies_to_kill) then return end
self.enemies_spawned = self.enemies_spawned + 1
end
local o = self.spawn_offsets[(self.t:get_every_iteration('spawn_enemies_' .. j) % 5) + 1]
SpawnEffect{group = self.effects, x = p.x + o.x, y = p.y + o.y, action = function(x, y)
spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15}
Seeker{group = self.main, x = x, y = y, character = 'seeker', level = self.level}
end}
end, n, nil, 'spawn_enemies_' .. j)
end