SNKRX/main.lua

450 lines
19 KiB
Lua

web = true
require 'engine'
require 'shared'
require 'arena'
require 'buy_screen'
require 'objects'
require 'player'
require 'enemies'
function init()
shared_init()
input:bind('move_left', {'a', 'left'})
input:bind('move_right', {'d', 'right'})
input:bind('move_up', {'w', 'up'})
input:bind('move_down', {'s', 'down'})
input:bind('enter', {'space', 'return'})
local s = {tags = {sfx}}
ui_hover1 = Sound('bamboo_hit_by_lord.ogg', s)
ui_switch1 = Sound('Switch.ogg', s)
ui_switch2 = Sound('Switch 3.ogg', s)
ui_transition1 = Sound('Wind Bolt 8.ogg', s)
ui_transition2 = Sound('Wind Bolt 12.ogg', s)
error1 = Sound('Error 2.ogg', s)
coins1 = Sound('Coins 7.ogg', s)
coins2 = Sound('Coins 8.ogg', s)
coins3 = Sound('Coins 9.ogg', s)
shoot1 = Sound('Shooting Projectile (Classic) 11.ogg', s)
archer1 = Sound('Releasing Bow String 1.ogg', s)
wizard1 = Sound('Wind Bolt 20.ogg', s)
swordsman1 = Sound('Heavy sword woosh 1.ogg', s)
swordsman2 = Sound('Heavy sword woosh 19.ogg', s)
scout1 = Sound('Throwing Knife (Thrown) 3.ogg', s)
scout2 = Sound('Throwing Knife (Thrown) 4.ogg', s)
arrow_hit_wall1 = Sound('Arrow Impact wood 3.ogg', s)
arrow_hit_wall2 = Sound('Arrow Impact wood 1.ogg', s)
hit1 = Sound('Player Takes Damage 17.ogg', s)
hit2 = Sound('Body Head (Headshot) 1.ogg', s)
hit3 = Sound('Kick 16_1.ogg', s)
hit4 = Sound('Kick 16_2.ogg', s)
proj_hit_wall1 = Sound('Player Takes Damage 2.ogg', s)
enemy_die1 = Sound('Bloody punches 7.ogg', s)
enemy_die2 = Sound('Bloody punches 10.ogg', s)
magic_area1 = Sound('Fire bolt 10.ogg', s)
magic_hit1 = Sound('Shadow Punch 1.ogg', s)
magic_die1 = Sound('Magical Impact 27.ogg', s)
knife_hit_wall1 = Sound('Shield Impacts Sword 1.ogg', s)
blade_hit1 = Sound('Sword impact (Flesh) 2.ogg', s)
player_hit1 = Sound('Body Fall 2.ogg', s)
player_hit2 = Sound('Body Fall 18.ogg', s)
player_hit_wall1 = Sound('Wood Heavy 5.ogg', s)
pop1 = Sound('Pop sounds 10.ogg', s)
pop2 = Sound('467951__benzix2__ui-button-click.ogg', s)
pop3 = Sound('258269__jcallison__mouth-pop.ogg', s)
confirm1 = Sound('80921__justinbw__buttonchime02up.ogg', s)
heal1 = Sound('Buff 3.ogg', s)
spawn1 = Sound('Buff 13.ogg', s)
alert1 = Sound('Click.ogg', s)
elementor1 = Sound('Wind Bolt 18.ogg', s)
saboteur_hit1 = Sound('Explosion Flesh_01.ogg', s)
saboteur_hit2 = Sound('Explosion Flesh_02.ogg', s)
saboteur1 = Sound('Male Jump 1.ogg', s)
saboteur2 = Sound('Male Jump 2.ogg', s)
saboteur3 = Sound('Male Jump 3.ogg', s)
spark1 = Sound('Spark 1.ogg', s)
spark2 = Sound('Spark 2.ogg', s)
spark3 = Sound('Spark 3.ogg', s)
stormweaver1 = Sound('Buff 8.ogg', s)
cannoneer1 = Sound('Cannon shots 1.ogg', s)
cannoneer2 = Sound('Cannon shots 7.ogg', s)
cannon_hit_wall1 = Sound('Cannon impact sounds (Hitting ship) 4.ogg', s)
pet1 = Sound('Wolf barks 5.ogg', s)
turret1 = Sound('Sci Fi Machine Gun 7.ogg', s)
turret2 = Sound('Sniper Shot_09.ogg', s)
turret_hit_wall1 = Sound('Concrete 6.ogg', s)
turret_hit_wall2 = Sound('Concrete 7.ogg', s)
turret_deploy = Sound('321215__hybrid-v__sci-fi-weapons-deploy.ogg', s)
rogue_crit1 = Sound('Dagger Stab (Flesh) 4.ogg', s)
rogue_crit2 = Sound('Sword hits another sword 6.ogg', s)
cascade = Sound('Kubbi - Ember - 04 Cascade.ogg', {tags = {music}})
warrior = Image('warrior')
ranger = Image('ranger')
healer = Image('healer')
mage = Image('mage')
rogue = Image('rogue')
nuker = Image('nuker')
conjurer = Image('conjurer')
enchanter = Image('enchanter')
psy = Image('psy')
class_colors = {
['warrior'] = yellow[0],
['ranger'] = green[0],
['healer'] = green[0],
['conjurer'] = orange[0],
['mage'] = blue[0],
['nuker'] = purple[0],
['rogue'] = red[0],
['enchanter'] = blue[0],
['psy'] = fg[0],
}
class_color_strings = {
['warrior'] = 'yellow',
['ranger'] = 'green',
['healer'] = 'green',
['conjurer'] = 'orange',
['mage'] = 'blue',
['nuker'] = 'purple',
['rogue'] = 'red',
['enchanter'] = 'blue',
['psy'] = 'fg',
}
character_colors = {
['vagrant'] = fg[0],
['swordsman'] = yellow[0],
['wizard'] = blue[0],
['archer'] = green[0],
['scout'] = red[0],
['cleric'] = green[0],
['outlaw'] = red[0],
['blade'] = yellow[0],
['elementor'] = blue[0],
['saboteur'] = orange[0],
['stormweaver'] = blue[0],
['sage'] = purple[0],
['squire'] = yellow[0],
['cannoneer'] = orange[0],
['dual_gunner'] = green[0],
['hunter'] = green[0],
['chronomancer'] = blue[0],
['spellblade'] = blue[0],
['psykeeper'] = fg[0],
['engineer'] = orange[0],
}
character_color_strings = {
['vagrant'] = 'fg',
['swordsman'] = 'yellow',
['wizard'] = 'blue',
['archer'] = 'green',
['scout'] = 'red',
['cleric'] = 'green',
['outlaw'] = 'red',
['blade'] = 'yellow',
['elementor'] = 'blue',
['saboteur'] = 'orange',
['stormweaver'] = 'blue',
['sage'] = 'purple',
['squire'] = 'yellow',
['cannoneer'] = 'orange',
['dual_gunner'] = 'green',
['hunter'] = 'green',
['chronomancer'] = 'blue',
['spellblade'] = 'blue',
['psykeeper'] = 'fg',
['engineer'] = 'orange',
}
character_classes = {
['vagrant'] = {'ranger', 'warrior', 'psy'},
['swordsman'] = {'warrior'},
['wizard'] = {'mage'},
['archer'] = {'ranger'},
['scout'] = {'rogue'},
['cleric'] = {'healer'},
['outlaw'] = {'warrior', 'rogue'},
['blade'] = {'warrior', 'nuker'},
['elementor'] = {'mage', 'nuker'},
['saboteur'] = {'rogue', 'conjurer', 'nuker'},
['stormweaver'] = {'enchanter'},
['sage'] = {'mage', 'nuker'},
['squire'] = {'warrior', 'healer', 'enchanter'},
['cannoneer'] = {'ranger', 'nuker'},
['dual_gunner'] = {'ranger', 'rogue'},
['hunter'] = {'ranger', 'conjurer'},
['chronomancer'] = {'mage', 'enchanter'},
['spellblade'] = {'mage', 'rogue'},
['psykeeper'] = {'healer', 'psy'},
['engineer'] = {'conjurer'},
}
character_descriptions = {
['vagrant'] = function(dmg) return '[fg]shoots a projectile that deals [yellow]' .. dmg .. '[fg] damage' end,
['swordsman'] = function(dmg) return '[fg]deals [yellow]' .. dmg .. '[fg] damage in an area around the unit' end,
['wizard'] = function(dmg) return '[fg]shoots a projectile that deals [yellow]' .. dmg .. ' AoE[fg] damage' end,
['archer'] = function(dmg) return '[fg]shoots an arrow that deals [yellow]' .. dmg .. '[fg] damage and pierces' end,
['scout'] = function(dmg) return '[fg]throws a knife that deals [yellow]' .. dmg .. '[fg] damage and chains [yellow]3[fg] times' end,
['cleric'] = function() return '[fg]heals every unit for [yellow]10%[fg] max hp when any one drops below [yellow]50%[fg] max hp' end,
['outlaw'] = function(dmg) return '[fg]throws a fan of [yellow]5[] knives, each dealing [yellow]' .. dmg .. '[fg] damage' end,
['blade'] = function(dmg) return '[fg]throws multiple blades that deal [yellow]' .. dmg .. ' AoE[fg] damage' end,
['elementor'] = function(dmg) return '[fg]deals [yellow]' .. dmg .. ' AoE[fg] damage to a random target' end,
['saboteur'] = function(dmg) return '[fg]calls [yellow]2[] saboteurs to seek targets and deal [yellow]' .. dmg .. ' AoE[fg] damage' end,
['stormweaver'] = function(dmg) return '[fg]infuses all allied projectiles with chain lightning that deals [yellow]+' .. dmg .. '[fg] damage on hit' end,
['sage'] = function(dmg) return '[fg]shoots a slow projectile that draws enemies in' end,
['squire'] = function(dmg) return '[yellow]+10 dmg[fg] & [yellow]+25 def[fg] to adjacent units, heal them for [yellow]10%[fg] max hp every 8 seconds' end,
['cannoneer'] = function(dmg) return '[fg]shoots a projectile that deals [yellow]' .. dmg .. ' AoE[fg] damage' end,
['dual_gunner'] = function() return '[fg]shoots two parallel projectiles' end,
['hunter'] = function(dmg) return '[fg]shoots an arrow that deals [yellow]' .. dmg .. '[fg] damage and has a [yellow]20%[fg] chance to summon a pet' end,
['chronomancer'] = function() return '[yellow]+25% aspd[fg] to adjacent units' end,
['spellblade'] = function(dmg) return '[fg]throws knives that deal [yellow]' .. dmg .. '[fg] damage, pierce and spiral outwards' end,
['psykeeper'] = function() return '[fg]all damage taken is stored and distributed as healing to all allies' end,
['engineer'] = function(dmg) return '[fg]drops sentries that shoot bursts of projectiles, each dealing [yellow]' .. dmg .. '[fg] damage' end,
}
get_character_stat_string = function(character, level)
local group = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile'})
local mock = Player{group = group, leader = true, character = character, level = level, follower_index = 1}
mock:update(0)
return '[red]HP: [red]' .. mock.max_hp .. '[fg], [red]DMG: [red]' .. mock.dmg .. '[fg], [green]ASPD: [green]' .. math.round(mock.aspd_m, 2) .. 'x[fg], [blue]AREA: [blue]' ..
math.round(mock.area_dmg_m*mock.area_size_m, 2) .. 'x[fg], [yellow]DEF: [yellow]' .. math.round(mock.def, 2) .. '[fg], [green]MVSPD: [green]' .. math.round(mock.v, 2) .. '[fg]'
end
get_character_stat = function(character, level, stat)
local group = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile'})
local mock = Player{group = group, leader = true, character = character, level = level, follower_index = 1}
mock:update(0)
return math.round(mock[stat], 2)
end
character_stats = {
['vagrant'] = function(lvl) return get_character_stat_string('vagrant', lvl) end,
['swordsman'] = function(lvl) return get_character_stat_string('swordsman', lvl) end,
['wizard'] = function(lvl) return get_character_stat_string('wizard', lvl) end,
['archer'] = function(lvl) return get_character_stat_string('archer', lvl) end,
['scout'] = function(lvl) return get_character_stat_string('scout', lvl) end,
['cleric'] = function(lvl) return get_character_stat_string('cleric', lvl) end,
['outlaw'] = function(lvl) return get_character_stat_string('outlaw', lvl) end,
['blade'] = function(lvl) return get_character_stat_string('blade', lvl) end,
['elementor'] = function(lvl) return get_character_stat_string('elementor', lvl) end,
['saboteur'] = function(lvl) return get_character_stat_string('saboteur', lvl) end,
['stormweaver'] = function(lvl) return get_character_stat_string('stormweaver', lvl) end,
['sage'] = function(lvl) return get_character_stat_string('sage', lvl) end,
['squire'] = function(lvl) return get_character_stat_string('squire', lvl) end,
['cannoneer'] = function(lvl) return get_character_stat_string('cannoneer', lvl) end,
['dual_gunner'] = function(lvl) return get_character_stat_string('dual_gunner', lvl) end,
['hunter'] = function(lvl) return get_character_stat_string('hunter', lvl) end,
['chronomancer'] = function(lvl) return get_character_stat_string('chronomancer', lvl) end,
['spellblade'] = function(lvl) return get_character_stat_string('spellblade', lvl) end,
['psykeeper'] = function(lvl) return get_character_stat_string('psykeeper', lvl) end,
['engineer'] = function(lvl) return get_character_stat_string('engineer', lvl) end,
}
class_stat_multipliers = {
['warrior'] = {hp = 1.4, dmg = 1.1, aspd = 0.9, area_dmg = 1, area_size = 1, def = 1.25, mvspd = 0.9},
['ranger'] = {hp = 1, dmg = 1.2, aspd = 1.5, area_dmg = 1, area_size = 1, def = 0.9, mvspd = 1.2},
['healer'] = {hp = 1.2, dmg = 1, aspd = 0.5, area_dmg = 1, area_size = 1, def = 1.2, mvspd = 1},
['mage'] = {hp = 0.6, dmg = 1.4, aspd = 1, area_dmg = 1.25, area_size = 1.2, def = 0.75, mvspd = 1},
['rogue'] = {hp = 0.8, dmg = 1.3, aspd = 1.1, area_dmg = 0.6, area_size = 0.6, def = 0.8, mvspd = 1.4},
['nuker'] = {hp = 0.9, dmg = 1, aspd = 0.75, area_dmg = 1.5, area_size = 1.5, def = 1, mvspd = 1},
['conjurer'] = {hp = 1, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 1},
['enchanter'] = {hp = 1.2, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1.2, mvspd = 1.2},
['psy'] = {hp = 1.5, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 0.5, mvspd = 1},
['seeker'] = {hp = 0.5, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 0.3},
['saboteur'] = {hp = 1, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 1.4},
}
local ylb1 = function(lvl) return (lvl >= 1 and 'yellow' or 'light_bg') end
local ylb2 = function(lvl) return (lvl >= 2 and 'yellow' or 'light_bg') end
class_descriptions = {
['ranger'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']10%[' .. ylb2(lvl) .. ']/20% [fg]chance to release a barrage on attack to allied rangers' end,
['warrior'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+25[' .. ylb2(lvl) .. ']/+50 [fg]defense to allied warriors' end,
['mage'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']-15[' .. ylb2(lvl) .. ']/-30 [fg]enemy defense' end,
['nuker'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+15%[' .. ylb2(lvl) .. ']/+25% [fg]area damage and size to allied nukers' end,
['rogue'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']10%[' .. ylb2(lvl) .. ']/20% [fg]chance to crit to allied rogues, dealing [yellow]4x[] damage' end,
['healer'] = function(lvl) return '[' .. ylb1(lvl) .. ']3 [fg]- [' .. ylb1(lvl) .. ']+25% [fg]healing effectiveness' end,
['conjurer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2 [fg]- [' .. ylb1(lvl) .. ']+25% [fg]construct damage and duration' end,
['enchanter'] = function(lvl) return '[' .. ylb1(lvl) .. ']3 [fg]- [' .. ylb1(lvl) .. ']+25% [fg]damage to all allies' end,
['psy'] = function(lvl) return '[fg]damage taken by psy units is reflected to enemies at [yellow]2x[fg] its value' end,
}
tier_to_characters = {
[1] = {'vagrant', 'swordsman', 'wizard', 'archer', 'cleric', 'scout'},
[2] = {'saboteur', 'hunter', 'cannoneer', 'stormweaver', 'squire', 'dual_gunner', 'chronomancer', 'sage', 'cannoneer'},
[3] = {'blade', 'outlaw', 'elementor', 'psykeeper', 'spellblade', 'engineer'},
}
character_tiers = {
['vagrant'] = 1,
['swordsman'] = 1,
['wizard'] = 1,
['archer'] = 1,
['scout'] = 1,
['cleric'] = 1,
['outlaw'] = 3,
['blade'] = 3,
['elementor'] = 3,
['saboteur'] = 2,
['stormweaver'] = 2,
['sage'] = 2,
['squire'] = 2,
['cannoneer'] = 2,
['dual_gunner'] = 2,
['hunter'] = 2,
['chronomancer'] = 2,
['spellblade'] = 3,
['psykeeper'] = 3,
['engineer'] = 3,
}
get_number_of_units_per_class = function(units)
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(character_classes[unit.character]) 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
return {ranger = rangers, warrior = warriors, healer = healers, mage = mages, nuker = nukers, conjurer = conjurers, rogue = rogues, enchanter = enchanters, psy = psys}
end
get_classes = function(units)
local classes = {}
for _, unit in ipairs(units) do
table.insert(classes, table.copy(character_classes[unit.character]))
end
return table.unify(table.flatten(classes))
end
class_set_numbers = {
['ranger'] = function(units) return 2, 4, get_number_of_units_per_class(units).ranger end,
['warrior'] = function(units) return 2, 4, get_number_of_units_per_class(units).warrior end,
['mage'] = function(units) return 2, 4, get_number_of_units_per_class(units).mage end,
['nuker'] = function(units) return 2, 4, get_number_of_units_per_class(units).nuker end,
['rogue'] = function(units) return 2, 4, get_number_of_units_per_class(units).rogue end,
['healer'] = function(units) return 3, 3, get_number_of_units_per_class(units).healer end,
['conjurer'] = function(units) return 2, 2, get_number_of_units_per_class(units).conjurer end,
['enchanter'] = function(units) return 3, 3, get_number_of_units_per_class(units).enchanter end,
['psy'] = function(units) return 1, 2, get_number_of_units_per_class(units).psy end,
}
level_to_tier_weights = {
[1] = {85, 10, 5},
[2] = {80, 15, 5},
[3] = {75, 20, 5},
[4] = {70, 20, 10},
[5] = {70, 20, 10},
[6] = {65, 25, 10},
[7] = {60, 25, 15},
[8] = {60, 25, 15},
[9] = {55, 30, 15},
[10] = {50, 30, 20},
[11] = {50, 30, 20},
[12] = {50, 30, 20},
[13] = {45, 30, 25},
[14] = {40, 35, 25},
[15] = {35, 40, 25},
[16] = {30, 40, 30},
[17] = {25, 45, 30},
[18] = {20, 50, 30},
[19] = {15, 50, 35},
[20] = {10, 55, 35},
[21] = {5, 60, 35},
[22] = {5, 55, 40},
[23] = {5, 55, 40},
[24] = {0, 55, 45},
[25] = {0, 50, 50},
}
level_to_gold_gained = {
[1] = {2, 2},
[2] = {2, 2},
[3] = {4, 6},
[4] = {2, 3},
[5] = {3, 5},
[6] = {6, 10},
[7] = {4, 7},
[8] = {4, 7},
[9] = {10, 16},
[10] = {5, 8},
[11] = {5, 8},
[12] = {12, 20},
[13] = {6, 10},
[14] = {6, 10},
[15] = {14, 22},
[16] = {8, 12},
[17] = {8, 12},
[18] = {16, 24},
[19] = {8, 12},
[20] = {10, 14},
[21] = {20, 28},
[22] = {11, 15},
[23] = {11, 15},
[24] = {24, 36},
[25] = {100, 100},
}
gold = 2
main = Main()
main:add(BuyScreen'buy_screen')
main:go_to('buy_screen', 0, {})
end
function update(dt)
main:update(dt)
if input.s.pressed then
if sfx.volume == 0.5 then
sfx.volume = 0
elseif sfx.volume == 0 then
sfx.volume = 0.5
end
end
if input.m.pressed then
if music.volume == 0.5 then
music.volume = 0
elseif music.volume == 0 then
music.volume = 0.5
end
end
end
function draw()
shared_draw(function()
main:draw()
end)
end
function love.run()
return engine_run({
game_name = 'SNAKRX',
window_width = 480*2,
window_height = 270*2,
})
end