183 lines
6.2 KiB
Lua
183 lines
6.2 KiB
Lua
Unit = Object:extend()
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function Unit:init_unit()
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self.hfx:add('hit', 1)
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self.hfx:add('shoot', 1)
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self.hp_bar = HPBar{group = main.current.effects, parent = self}
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end
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function Unit:bounce(nx, ny)
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local vx, vy = self:get_velocity()
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if nx == 0 then
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self:set_velocity(vx, -vy)
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self.r = 2*math.pi - self.r
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end
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if ny == 0 then
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self:set_velocity(-vx, vy)
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self.r = math.pi - self.r
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end
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end
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function Unit:show_hp(n)
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self.hp_bar.hidden = false
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self.t:after(n or 2, function() self.hp_bar.hidden = true end, 'hp_bar')
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end
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function Unit:hit(damage)
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if self.dead then return end
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self.hfx:use('hit', 0.25, 200, 10)
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self:show_hp()
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local actual_damage = self:calculate_damage(damage)
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self.hp = self.hp - actual_damage
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if self:is(Player) then
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if actual_damage >= 20 then
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camera:shake(2, 1)
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slow(0.25, 1)
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else
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camera:shake(2, 0.5)
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end
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end
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if self.hp <= 0 then
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self.dead = true
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for i = 1, random:int(4, 6) do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end
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HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 12}:scale_down(0.3):change_color(0.5, self.color)
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if table.any(main.current.enemies, function(v) return self:is(v) end) then
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main.current:enemy_killed()
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end
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end
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end
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function Unit:calculate_damage(dmg)
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if self.def >= 0 then dmg = dmg*(100/(100+self.def))
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else dmg = dmg*(2 - 100/(100+self.def)) end
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return dmg
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end
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function Unit:calculate_stats(first_run)
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self.base_hp = 100
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self.base_dmg = 10
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self.base_aspd_m = 1
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self.base_area_dmg_m = 1
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self.base_area_size_m = 1
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self.base_def = 0
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self.base_mvspd = 75
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self.class_hp_a = 0
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self.class_dmg_a = 0
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self.class_def_a = 0
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self.class_mvspd_a = 0
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self.class_hp_m = 1
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self.class_dmg_m = 1
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self.class_aspd_m = 1
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self.class_area_dmg_m = 1
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self.class_area_size_m = 1
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self.class_def_m = 1
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self.class_mvspd_m = 1
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self.buff_hp_a = 0
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self.buff_dmg_a = 0
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self.buff_def_a = 0
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self.buff_mvspd_a = 0
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self.buff_hp_m = 1
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self.buff_dmg_m = 1
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self.buff_aspd_m = 1
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self.buff_area_dmg_m = 1
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self.buff_area_size_m = 1
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self.buff_def_m = 1
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self.buff_mvspd_m = 1
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for _, class in ipairs(self.classes) do
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if class == 'warrior' then self.class_hp_m = self.class_hp_m*1.4
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elseif class == 'mage' then self.class_hp_m = self.class_hp_m*0.6
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elseif class == 'healer' then self.class_hp_m = self.class_hp_m*1.1
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elseif class == 'void' then self.class_hp_m = self.class_hp_m*0.9
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elseif class == 'rogue' then self.class_hp_m = self.class_hp_m*0.8
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elseif class == 'seeker' then self.class_hp_m = self.class_hp_m*0.5 end
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end
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self.max_hp = (self.base_hp + self.class_hp_a + self.buff_hp_a)*self.class_hp_m*self.buff_hp_m
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if first_run then self.hp = self.max_hp end
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for _, class in ipairs(self.classes) do
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if class == 'warrior' then self.class_dmg_m = self.class_dmg_m*1.1
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elseif class == 'ranger' then self.class_dmg_m = self.class_dmg_m*1.2
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elseif class == 'rogue' then self.class_dmg_m = self.class_dmg_m*1.2
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elseif class == 'mage' then self.class_dmg_m = self.class_dmg_m*1.4 end
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end
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self.dmg = (self.base_dmg + self.class_dmg_a + self.buff_dmg_a)*self.class_dmg_m*self.buff_dmg_m
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for _, class in ipairs(self.classes) do
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if class == 'warrior' then self.class_aspd_m = self.class_aspd_m*0.9
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elseif class == 'ranger' then self.class_aspd_m = self.class_aspd_m*1.5
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elseif class == 'healer' then self.class_aspd_m = self.class_aspd_m*0.5
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elseif class == 'rogue' then self.class_aspd_m = self.class_aspd_m*1.1
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elseif class == 'void' then self.class_aspd_m = self.class_aspd_m*0.75 end
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end
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self.aspd_m = 1/(self.base_aspd_m*self.class_aspd_m*self.buff_aspd_m)
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for _, class in ipairs(self.classes) do
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if class == 'mage' then self.class_area_dmg_m = self.class_area_dmg_m*1.25
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elseif class == 'void' then self.class_area_dmg_m = self.class_area_dmg_m*1.5
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elseif class == 'rogue' then self.class_area_dmg_m = self.class_area_dmg_m*0.6 end
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end
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self.area_dmg_m = self.base_area_dmg_m*self.class_area_dmg_m*self.buff_area_dmg_m
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for _, class in ipairs(self.classes) do
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if class == 'mage' then self.class_area_size_m = self.class_area_size_m*1.2
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elseif class == 'void' then self.class_area_size_m = self.class_area_size_m*1.3
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elseif class == 'rogue' then self.class_area_size_m = self.class_area_size_m*0.6 end
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end
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self.area_size_m = self.base_area_size_m*self.class_area_size_m*self.buff_area_size_m
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for _, class in ipairs(self.classes) do
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if class == 'warrior' then self.class_def_m = self.class_def_m*1.25
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elseif class == 'ranger' then self.class_def_m = self.class_def_m*1.1
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elseif class == 'mage' then self.class_def_m = self.class_def_m*0.8
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elseif class == 'rogue' then self.class_def_m = self.class_def_m*0.8
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elseif class == 'healer' then self.class_def_m = self.class_def_m*1.2 end
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end
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self.def = (self.base_def + self.class_def_a + self.buff_def_a)*self.class_def_m*self.buff_def_m
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for _, class in ipairs(self.classes) do
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if class == 'warrior' then self.class_mvspd_m = self.class_mvspd_m*0.9
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elseif class == 'ranger' then self.class_mvspd_m = self.class_mvspd_m*1.2
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elseif class == 'rogue' then self.class_mvspd_m = self.class_mvspd_m*1.4
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elseif class == 'seeker' then self.class_mvspd_m = self.class_mvspd_m*0.3 end
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end
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self.v = (self.base_mvspd + self.class_mvspd_a + self.buff_mvspd_a)*self.class_mvspd_m*self.buff_mvspd_m
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end
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HPBar = Object:extend()
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HPBar:implement(GameObject)
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HPBar:implement(Parent)
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function HPBar:init(args)
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self:init_game_object(args)
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self.hidden = true
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end
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function HPBar:update(dt)
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self:update_game_object(dt)
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self:follow_parent_exclusively()
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end
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function HPBar:draw()
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if self.hidden then return end
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local p = self.parent
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graphics.push(p.x, p.y, 0, p.hfx.hit.x, p.hfx.hit.x)
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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)
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local n = math.remap(p.hp, 0, p.max_hp, 0, 1)
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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,
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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)
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graphics.pop()
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end
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