SNKRX/enemies.lua

791 lines
30 KiB
Lua

Seeker = Object:extend()
Seeker:implement(GameObject)
Seeker:implement(Physics)
Seeker:implement(Unit)
function Seeker:init(args)
self:init_game_object(args)
self:init_unit()
if self.boss then
self:set_as_rectangle(18, 7, 'dynamic', 'enemy')
self:set_restitution(0.5)
self.classes = {'mini_boss'}
self:calculate_stats(true)
self:set_as_steerable(self.v, 1000, 2*math.pi, 2)
if self.boss == 'speed_booster' then
self.color = green[0]:clone()
self.t:every(8, function()
local enemies = table.head(self:get_objects_in_shape(Circle(self.x, self.y, 128), main.current.enemies), 4)
if #enemies > 0 then
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1}
for _, enemy in ipairs(enemies) do
LightningLine{group = main.current.effects, src = self, dst = enemy, color = green[0]}
enemy:speed_boost(3 + self.level*0.05 + new_game_plus*0.2)
end
end
end)
elseif self.boss == 'forcer' then
self.color = yellow[0]:clone()
self.t:every(6, function()
local enemies = main.current.main:get_objects_by_classes(main.current.enemies)
local x, y = 0, 0
if #enemies > 0 then
for _, enemy in ipairs(enemies) do
x = x + enemy.x
y = y + enemy.y
end
x = x/#enemies
y = y/#enemies
else
x, y = player.x, player.y
end
self.px, self.py = x + random:float(-16, 16), y + random:float(-16, 16)
self.pull_sensor = Circle(self.px, self.py, 160)
self.prs = 0
self.t:tween(0.05, self, {prs = 4}, math.cubic_in_out, function() self.spring:pull(0.15) end)
self.t:after(2 - 0.05*7, function()
self.t:every_immediate(0.05, function() self.phidden = not self.phidden end, 7)
end)
self.color_transparent = Color(yellow[0].r, yellow[0].g, yellow[0].b, 0.08)
self.t:every(0.08, function() HitParticle{group = main.current.effects, x = self.px, y = self.py, color = yellow[0]} end, math.floor(2/0.08))
self.vr = 0
self.dvr = random:float(-math.pi/4, math.pi/4)
force1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.t:during(2, function(dt)
local enemies = self:get_objects_in_shape(self.pull_sensor, main.current.enemies)
for _, enemy in ipairs(enemies) do
enemy:apply_steering_force(math.remap(enemy:distance_to_point(self.px, self.py), 0, 160, 400, 200), enemy:angle_to_point(self.px, self.py))
end
self.vr = self.vr + self.dvr*dt
end, function()
wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
local enemies = self:get_objects_in_shape(self.pull_sensor, main.current.enemies)
for _, enemy in ipairs(enemies) do
enemy:push(random:float(40, 80), enemy:angle_to_object(main.current.player), true)
end
self.px, self.py = nil, nil
end)
end)
elseif self.boss == 'swarmer' then
self.color = purple[0]:clone()
self.t:every(4, function()
local enemies = table.select(main.current.main:get_objects_by_classes(main.current.enemies), function(v) return v.id ~= self.id and v:is(Seeker) end)
local enemy = random:table(enemies)
if enemy then
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = purple[0], duration = 0.1}
LightningLine{group = main.current.effects, src = self, dst = enemy, color = purple[0]}
enemy:hit(10000)
critter1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
critter3:play{pitch = random:float(0.95, 1.05), volume = 0.6}
for i = 1, random:int(4, 6) do EnemyCritter{group = main.current.main, x = enemy.x, y = enemy.y, color = purple[0], r = random:float(0, 2*math.pi), v = 5 + 0.1*enemy.level, dmg = enemy.dmg} end
end
end)
elseif self.boss == 'exploder' then
self.color = blue[0]:clone()
self.t:every(4, function()
local enemies = table.select(main.current.main:get_objects_by_classes(main.current.enemies), function(v) return v.id ~= self.id and v:is(Seeker) end)
local enemy = random:table(enemies)
if enemy then
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = blue[0], duration = 0.1}
LightningLine{group = main.current.effects, src = self, dst = enemy, color = blue[0]}
enemy:hit(10000)
shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
local n = 8 + new_game_plus*2
for i = 1, n do EnemyProjectile{group = main.current.main, x = enemy.x, y = enemy.y, color = blue[0], r = (i-1)*math.pi/(n/2), v = 150 + 5*enemy.level, dmg = (1 + 0.2*new_game_plus)*enemy.dmg} end
end
end)
elseif self.boss == 'randomizer' then
self.t:every_immediate(0.07, function() self.color = _G[random:table{'green', 'purple', 'yellow', 'blue'}][0]:clone() end)
self.t:every(6, function()
local attack = random:table{'explode', 'swarm', 'force', 'speed_boost'}
if attack == 'explode' then
local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 128), {Seeker})
local enemy = random:table(enemies)
if enemy then
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = blue[0], duration = 0.1}
LightningLine{group = main.current.effects, src = self, dst = enemy, color = blue[0]}
enemy:hit(10000)
shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
local n = 8 + new_game_plus*2
for i = 1, n do EnemyProjectile{group = main.current.main, x = enemy.x, y = enemy.y, color = blue[0], r = (i-1)*math.pi/(n/2), v = 150 + 5*enemy.level, dmg = (1 + 0.2*new_game_plus)*enemy.dmg} end
end
elseif attack == 'swarm' then
local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 128), {Seeker})
local enemy = random:table(enemies)
if enemy then
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = purple[0], duration = 0.1}
LightningLine{group = main.current.effects, src = self, dst = enemy, color = purple[0]}
enemy:hit(10000)
critter1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
critter3:play{pitch = random:float(0.95, 1.05), volume = 0.6}
for i = 1, random:int(4, 6) do EnemyCritter{group = main.current.main, x = enemy.x, y = enemy.y, color = purple[0], r = random:float(0, 2*math.pi), v = 5 + 0.1*enemy.level, dmg = enemy.dmg} end
end
elseif attack == 'force' then
local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 64), {Seeker})
if #enemies > 0 then
wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = yellow[0], duration = 0.1}
for _, enemy in ipairs(enemies) do
LightningLine{group = main.current.effects, src = self, dst = enemy, color = yellow[0]}
enemy:push(random:float(40, 80), enemy:angle_to_object(main.current.player), true)
end
end
elseif attack == 'speed_boost' then
local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 128), {Seeker})
if #enemies > 0 then
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1}
for _, enemy in ipairs(enemies) do
LightningLine{group = main.current.effects, src = self, dst = enemy, color = green[0]}
enemy:speed_boost(3 + self.level*0.05 + new_game_plus*0.2)
end
end
end
end)
end
else
self:set_as_rectangle(14, 6, 'dynamic', 'enemy')
self:set_restitution(0.5)
self.color = red[0]:clone()
self.classes = {'seeker'}
self:calculate_stats(true)
self:set_as_steerable(self.v, 2000, 4*math.pi, 4)
end
--[[
if random:bool(35) then
local n = random:int(1, 3)
self.speed_booster = n == 1
self.exploder = n == 2
self.headbutter = n == 3
end
]]--
if self.speed_booster then
self.color = green[0]:clone()
self.area_sensor = Circle(self.x, self.y, 128)
self.t:after({16, 24}, function() self:hit(10000) end)
elseif self.exploder then
self.color = blue[0]:clone()
self.t:after({16, 24}, function() self:hit(10000) end)
elseif self.headbutter then
self.color = orange[0]:clone()
self.last_headbutt_time = 0
self.t:every(function() return math.distance(self.x, self.y, main.current.player.x, main.current.player.y) < 64 and love.timer.getTime() - self.last_headbutt_time > 10 end, function()
if self.headbutt_charging or self.headbutting then return end
self.headbutt_charging = true
self.t:tween(2, self.color, {r = fg[0].r, b = fg[0].b, g = fg[0].g}, math.cubic_in_out, function()
self.t:tween(0.25, self.color, {r = orange[0].r, b = orange[0].b, g = orange[0].g}, math.linear)
self.headbutt_charging = false
headbutt1:play{pitch = random:float(0.95, 1.05), volume = 0.2}
self.headbutting = true
self.last_headbutt_time = love.timer.getTime()
self:set_damping(0)
self:apply_steering_impulse(300, self:angle_to_object(main.current.player), 0.75)
self.t:after(0.75, function()
self.headbutting = false
end)
end)
end)
elseif self.tank then
self.color = yellow[0]:clone()
self.buff_hp_m = 1.25 + (0.025*self.level)
self:calculate_stats()
self.hp = self.max_hp
elseif self.shooter then
self.color = fg[0]:clone()
self.t:after({2, 4}, function()
self.shooting = true
self.t:every({3, 5}, function()
for i = 1, 3 do
self.t:after((1 - self.level*0.01)*0.15*(i-1), function()
shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.1}
self.hfx:use('hit', 0.25, 200, 10, 0.1)
local r = self.r
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6}
EnemyProjectile{group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), color = fg[0], r = r, v = 150 + 5*self.level + 10*new_game_plus,
dmg = (new_game_plus*0.2 + 1)*self.dmg}
end)
end
end, nil, nil, 'shooter')
end)
elseif self.spawner then
self.color = purple[0]:clone()
end
local player = main.current.player
if player and player.intimidation and not self.boss and not self.tank then
self.buff_hp_m = 0.8
self:calculate_stats()
self.hp = self.max_hp
end
if player and player.vulnerability then
self.vulnerable = true
end
if player and player.temporal_chains then
self.temporal_chains_mvspd_m = 0.8
end
end
function Seeker:update(dt)
self:update_game_object(dt)
if main.current.mage_level == 2 then self.buff_def_a = -30
elseif main.current.mage_level == 1 then self.buff_def_a = -15
else self.buff_def_a = 0 end
if self.headbutt_charging or self.headbutting then self.buff_def_m = 3 end
if self.speed_boosting then
local n = math.remap(love.timer.getTime() - self.speed_boosting, 0, (3 + 0.05*self.level + new_game_plus*0.2), 1, 0.5)
self.speed_boosting_mvspd_m = (3 + 0.05*self.level + 0.2*new_game_plus)*n
if not self.speed_booster and not self.exploder and not self.headbutter and not self.tank and not self.shooter and not self.spawner then
self.color.r = math.remap(n, 1, 0.5, green[0].r, red[0].r)
self.color.g = math.remap(n, 1, 0.5, green[0].g, red[0].g)
self.color.b = math.remap(n, 1, 0.5, green[0].b, red[0].b)
end
else self.speed_boosting_mvspd_m = 1 end
if self.slowed then self.slow_mvspd_m = self.slowed
else self.slow_mvspd_m = 1 end
self.buff_mvspd_m = (self.speed_boosting_mvspd_m or 1)*(self.slow_mvspd_m or 1)*(self.temporal_chains_mvspd_m or 1)
self:calculate_stats()
self.stun_dmg_m = (self.barbarian_stunned and 2 or 1)
self.bane_dmg_m = (self.baned and 1.5 or 1)
if self.shooter then
self.t:set_every_multiplier('shooter', (1 - self.level*0.02))
end
if self.being_pushed then
local v = math.length(self:get_velocity())
if v < 25 then
if self.push_invulnerable then self.push_invulnerable = false end
self.being_pushed = false
self.steering_enabled = true
self.juggernaut_push = false
self.launcher_push = false
self:set_damping(0)
self:set_angular_damping(0)
end
else
if self.headbutt_charging or self.shooting then
self:set_damping(10)
self:rotate_towards_object(main.current.player, 0.5)
elseif not self.headbutting then
local player = main.current.player
if self.boss then
local enemies = main.current.main:get_objects_by_classes(main.current.enemies)
local x, y = 0, 0
if #enemies > 1 then
for _, enemy in ipairs(enemies) do
x = x + enemy.x
y = y + enemy.y
end
x = x/#enemies
y = y/#enemies
else
x, y = player.x, player.y
end
self:seek_point(x, y)
self:wander(10, 250, 3)
else
self:seek_point(player.x, player.y)
self:wander(50, 100, 20)
end
self:steering_separate(16, main.current.enemies)
self:rotate_towards_velocity(0.5)
end
end
self.r = self:get_angle()
if self.area_sensor then self.area_sensor:move_to(self.x, self.y) end
end
function Seeker:draw()
graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x)
if self.boss then
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.hfx.hit.f and fg[0] or self.color)
else
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, self.hfx.hit.f and fg[0] or self.color)
end
graphics.pop()
if self.px and self.py then
if self.phidden then return end
graphics.push(self.px, self.py, self.vr, self.spring.x, self.spring.x)
graphics.circle(self.px, self.py, self.prs + random:float(-1, 1), yellow[0])
graphics.circle(self.px, self.py, self.pull_sensor.rs, self.color_transparent)
local lw = math.remap(self.pull_sensor.rs, 32, 256, 2, 4)
for i = 1, 4 do graphics.arc('open', self.px, self.py, self.pull_sensor.rs, (i-1)*math.pi/2 + math.pi/4 - math.pi/8, (i-1)*math.pi/2 + math.pi/4 + math.pi/8, yellow[0], lw) end
graphics.pop()
end
end
function Seeker:on_collision_enter(other, contact)
local x, y = contact:getPositions()
if other:is(Wall) then
self.hfx:use('hit', 0.15, 200, 10, 0.1)
self:bounce(contact:getNormal())
if self.juggernaut_push then
self:hit(self.juggernaut_push)
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
end
if self.launcher_push then
self:hit(self.launcher_push)
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
end
if main.current.player.heavy_impact then
if self.being_pushed then
self:hit(self.push_force)
end
end
elseif table.any(main.current.enemies, function(v) return other:is(v) end) then
if self.being_pushed and math.length(self:get_velocity()) > 60 then
other:hit(math.floor(self.push_force/4))
self:hit(math.floor(self.push_force/2))
other:push(math.floor(self.push_force/2), other:angle_to_object(self))
HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1}
for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
elseif self.headbutting then
other:push(math.length(self:get_velocity())/4, other:angle_to_object(self))
HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1}
for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
end
elseif other:is(Turret) then
_G[random:table{'player_hit1', 'player_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.35}
self:hit(0)
self:push(random:float(2.5, 7), other:angle_to_object(self))
end
end
function Seeker:hit(damage, projectile)
local pyrod = self.pyrod
self.pyrod = false
if self.dead then return end
self.hfx:use('hit', 0.25, 200, 10)
if self.push_invulnerable then return end
self:show_hp()
local actual_damage = self:calculate_damage(damage)*(self.stun_dmg_m or 1)*(self.bane_dmg_m or 1)
if self.vulnerable then actual_damage = actual_damage*1.2 end
self.hp = self.hp - actual_damage
main.current.damage_dealt = main.current.damage_dealt + actual_damage
if projectile and projectile.spawn_critters_on_hit then
critter1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
trigger:after(0.01, function()
for i = 1, projectile.spawn_critters_on_hit do
Critter{group = main.current.main, x = self.x, y = self.y, color = orange[0], r = random:float(0, 2*math.pi), v = 10, dmg = projectile.parent.dmg, parent = projectile.parent}
end
end)
end
if self.hp <= 0 then
self.dead = true
for i = 1, random:int(4, 6) do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 12}:scale_down(0.3):change_color(0.5, self.color)
_G[random:table{'enemy_die1', 'enemy_die2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.5}
if self.boss then
slow(0.25, 1)
magic_die1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
end
if self.speed_booster then
local enemies = self:get_objects_in_shape(self.area_sensor, main.current.enemies)
if #enemies > 0 then
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1}
for _, enemy in ipairs(enemies) do
LightningLine{group = main.current.effects, src = self, dst = enemy, color = green[0]}
enemy:speed_boost(3)
end
end
end
if self.exploder then
shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
trigger:after(0.01, function()
local n = 8 + new_game_plus*2
for i = 1, n do
EnemyProjectile{group = main.current.main, x = self.x, y = self.y, color = blue[0], r = (i-1)*math.pi/(n/2), v = 150 + 5*self.level, dmg = 2*self.dmg}
end
end)
end
if self.spawner then
critter1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
trigger:after(0.01, function()
for i = 1, random:int(3, 6) do
EnemyCritter{group = main.current.main, x = self.x, y = self.y, color = purple[0], r = random:float(0, 2*math.pi), v = 5 + 0.1*self.level, dmg = self.dmg, projectile = projectile}
end
end)
end
if pyrod then
trigger:after(0.01, function()
Area{group = main.current.main, x = self.x, y = self.y, color = red[0], w = 32*pyrod.parent.area_size_m, r = random:float(0, 2*math.pi), dmg = pyrod.parent.area_dmg_m*pyrod.dmg,
character = pyrod.character, level = pyrod.level, parent = pyrod.parent}
end)
end
if projectile and projectile.spawn_critters_on_kill then
trigger:after(0.01, function()
critter1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
for i = 1, projectile.spawn_critters_on_kill do
Critter{group = main.current.main, x = self.x, y = self.y, color = orange[0], r = random:float(0, 2*math.pi), v = 5, dmg = projectile.parent.dmg, parent = projectile.parent}
end
end)
end
if self.infested then
critter1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
trigger:after(0.01, function()
for i = 1, self.infested do
Critter{group = main.current.main, x = self.x, y = self.y, color = orange[0], r = random:float(0, 2*math.pi), v = 10, dmg = self.infested_dmg, parent = self.infested_ref}
end
end)
end
end
end
function Seeker:push(f, r, push_invulnerable)
local n = 1
if self.tank then n = 0.4 - 0.01*self.level end
if self.boss then n = 0.1 end
self.push_invulnerable = push_invulnerable
self.push_force = n*f
self.being_pushed = true
self.steering_enabled = false
self:apply_impulse(n*f*math.cos(r), n*f*math.sin(r))
self:apply_angular_impulse(random:table{random:float(-12*math.pi, -4*math.pi), random:float(4*math.pi, 12*math.pi)})
self:set_damping(1.5*(1/n))
self:set_angular_damping(1.5*(1/n))
end
function Seeker:speed_boost(duration)
self.speed_boosting = love.timer.getTime()
self.t:after(duration, function() self.speed_boosting = false end, 'speed_boost')
end
function Seeker:slow(amount, duration)
self.slowed = amount
self.t:after(duration, function() self.slowed = false end, 'slow')
end
function Seeker:curse(curse, duration, arg1, arg2, arg3)
local curse_m = 1
if main.current.curser_level == 2 then curse_m = 1.5
elseif main.current.curser_level == 1 then curse_m = 1.25
else curse_m = 1 end
if main.current.player.whispers_of_doom then
if not self.doom then self.doom = 0 end
self.doom = self.doom + 1
if self.doom == 4 then
self.doom = 0
self:hit(200)
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
end
end
buff1:play{pitch = random:float(0.65, 0.75), volume = 0.25}
if curse == 'launcher' then
self.t:after(duration*curse_m, function()
self.launcher_push = arg1
self.launcher = arg2
self:push(random:float(50, 75)*self.launcher.knockback_m, random:table{0, math.pi, math.pi/2, -math.pi/2})
end, 'launcher_curse')
elseif curse == 'bard' then
self.bard_cursed = true
elseif curse == 'bane' then
self.baned = true
self.t:after(duration*curse_m, function() self.baned = false end, 'bane_curse')
elseif curse == 'infestor' then
self.infested = arg1
self.infested_dmg = arg2
self.infested_ref = arg3
self.t:after(duration*curse_m, function() self.infested = false end, 'infestor_curse')
end
end
function Seeker:apply_dot(dmg, duration)
self.t:every(0.25, function()
hit2:play{pitch = random:float(0.8, 1.2), volume = 0.2}
self:hit(dmg/4)
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1}
for i = 1, 1 do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end
for i = 1, 1 do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = purple[0]} end
end, math.floor(duration/0.2))
end
EnemyCritter = Object:extend()
EnemyCritter:implement(GameObject)
EnemyCritter:implement(Physics)
EnemyCritter:implement(Unit)
function EnemyCritter:init(args)
self:init_game_object(args)
if tostring(self.x) == tostring(0/0) or tostring(self.y) == tostring(0/0) then self.dead = true; return end
self:init_unit()
self:set_as_rectangle(7, 4, 'dynamic', 'enemy_projectile')
self:set_restitution(0.5)
self.classes = {'enemy_critter'}
self:calculate_stats(true)
self:set_as_steerable(self.v, 400, math.pi, 1)
self:push(args.v, args.r)
self.invulnerable_to = args.projectile
self.t:after(0.5, function() self.invulnerable_to = false end)
end
function EnemyCritter:update(dt)
self:update_game_object(dt)
if self.slowed then self.slow_mvspd_m = self.slowed
else self.slow_mvspd_m = 1 end
self.buff_mvspd_m = (self.speed_boosting_mvspd_m or 1)*(self.slow_mvspd_m or 1)*(self.temporal_chains_mvspd_m or 1)
self:calculate_stats()
if self.being_pushed then
local v = math.length(self:get_velocity())
if v < 50 then
self.being_pushed = false
self.steering_enabled = true
self:set_damping(0)
self:set_angular_damping(0)
end
else
local player = main.current.player
self:seek_point(player.x, player.y)
self:wander(50, 200, 50)
self:steering_separate(8, main.current.enemies)
self:rotate_towards_velocity(1)
end
self.r = self:get_angle()
end
function EnemyCritter:draw()
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
function EnemyCritter:hit(damage, projectile)
if self.dead then return end
-- print(projectile == self.invulnerable_to)
if projectile == self.invulnerable_to then return end
self.hfx:use('hit', 0.25, 200, 10)
self.hp = self.hp - damage
self:show_hp()
if self.hp <= 0 then self:die() end
end
function EnemyCritter:push(f, r)
self.push_force = f
self.being_pushed = true
self.steering_enabled = false
self:apply_impulse(f*math.cos(r), f*math.sin(r))
self:apply_angular_impulse(random:table{random:float(-12*math.pi, -4*math.pi), random:float(4*math.pi, 12*math.pi)})
self:set_damping(1.5)
self:set_angular_damping(1.5)
end
function EnemyCritter:die(x, y, r, n)
if self.dead then return end
x = x or self.x
y = y or self.y
n = n or random:int(2, 3)
for i = 1, n do HitParticle{group = main.current.effects, x = x, y = y, r = random:float(0, 2*math.pi), color = self.color} end
HitCircle{group = main.current.effects, x = x, y = y}:scale_down()
self.dead = true
_G[random:table{'enemy_die1', 'enemy_die2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.5}
critter2:play{pitch = random:float(0.95, 1.05), volume = 0.2}
end
function EnemyCritter:on_collision_enter(other, contact)
local x, y = contact:getPositions()
local nx, ny = contact:getNormal()
local r = 0
if nx == 0 and ny == -1 then r = -math.pi/2
elseif nx == 0 and ny == 1 then r = math.pi/2
elseif nx == -1 and ny == 0 then r = math.pi
else r = 0 end
if other:is(Wall) then
self.hfx:use('hit', 0.15, 200, 10, 0.1)
self:bounce(contact:getNormal())
end
end
function EnemyCritter:on_trigger_enter(other, contact)
if other:is(Player) then
self:die(self.x, self.y, nil, random:int(2, 3))
other:hit(self.dmg)
end
end
function EnemyCritter:speed_boost(duration)
self.speed_boosting = love.timer.getTime()
self.t:after(duration, function() self.speed_boosting = false end, 'speed_boost')
end
function EnemyCritter:slow(amount, duration)
self.slowed = amount
self.t:after(duration, function() self.slowed = false end, 'slow')
end
function EnemyCritter:curse(curse, duration, arg1, arg2, arg3)
local curse_m = 1
if main.current.curser_level == 2 then curse_m = 1.5
elseif main.current.curser_level == 1 then curse_m = 1.25
else curse_m = 1 end
if main.current.player.whispers_of_doom then
if not self.doom then self.doom = 0 end
self.doom = self.doom + 1
if self.doom == 4 then
self.doom = 0
self:hit(200)
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
end
end
if curse == 'launcher' then
self.t:after(duration*curse_m, function()
self.launcher_push = arg1
self.launcher = arg2
self:push(random:float(50, 75)*self.launcher.knockback_m, random:table{0, math.pi, math.pi/2, -math.pi/2})
end, 'launcher_curse')
elseif curse == 'bard' then
self.bard_cursed = true
elseif curse == 'bane' then
self.baned = true
self.t:after(duration*curse_m, function() self.baned = false end, 'bane_curse')
elseif curse == 'infestor' then
self.infested = arg1
self.infested_dmg = arg2
self.infested_ref = arg3
self.t:after(duration*curse_m, function() self.infested = false end, 'infestor_curse')
end
end
function EnemyCritter:apply_dot(dmg, duration)
self.t:every(0.25, function()
hit2:play{pitch = random:float(0.8, 1.2), volume = 0.2}
self:hit(dmg/4)
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1}
for i = 1, 1 do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end
for i = 1, 1 do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = purple[0]} end
end, math.floor(duration/0.2))
end
EnemyProjectile = Object:extend()
EnemyProjectile:implement(GameObject)
EnemyProjectile:implement(Physics)
function EnemyProjectile:init(args)
self:init_game_object(args)
if tostring(self.x) == tostring(0/0) or tostring(self.y) == tostring(0/0) then self.dead = true; return end
self:set_as_rectangle(10, 4, 'dynamic', 'enemy_projectile')
end
function EnemyProjectile:update(dt)
self:update_game_object(dt)
self:set_angle(self.r)
self:move_along_angle(self.v, self.r)
end
function EnemyProjectile:draw()
graphics.push(self.x, self.y, self.r)
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 2, 2, self.color)
graphics.pop()
end
function EnemyProjectile:die(x, y, r, n)
if self.dead then return end
x = x or self.x
y = y or self.y
n = n or random:int(3, 4)
for i = 1, n do HitParticle{group = main.current.effects, x = x, y = y, r = random:float(0, 2*math.pi), color = self.color} end
HitCircle{group = main.current.effects, x = x, y = y}:scale_down()
self.dead = true
proj_hit_wall1:play{pitch = random:float(0.9, 1.1), volume = 0.05}
end
function EnemyProjectile:on_collision_enter(other, contact)
local x, y = contact:getPositions()
local nx, ny = contact:getNormal()
local r = 0
if nx == 0 and ny == -1 then r = -math.pi/2
elseif nx == 0 and ny == 1 then r = math.pi/2
elseif nx == -1 and ny == 0 then r = math.pi
else r = 0 end
if other:is(Wall) then
self:die(x, y, r, random:int(2, 3))
end
end
function EnemyProjectile:on_trigger_enter(other, contact)
if other:is(Player) then
self:die(self.x, self.y, nil, random:int(2, 3))
other:hit(self.dmg)
end
end