SNKRX/player.lua

2299 lines
96 KiB
Lua

Player = Object:extend()
Player:implement(GameObject)
Player:implement(Physics)
Player:implement(Unit)
function Player:init(args)
self:init_game_object(args)
self:init_unit()
if self.passives then for k, v in pairs(self.passives) do self[v] = true end end
self.color = character_colors[self.character]
self:set_as_rectangle(9, 9, 'dynamic', 'player')
self.visual_shape = 'rectangle'
self.classes = character_classes[self.character]
self.damage_dealt = 0
if self.character == 'vagrant' then
self.attack_sensor = Circle(self.x, self.y, 96)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy))
end
end, nil, nil, 'shoot')
elseif self.character == 'swordsman' then
self.attack_sensor = Circle(self.x, self.y, 64)
self.t:cooldown(3, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
self:attack(96)
end, nil, nil, 'attack')
elseif self.character == 'wizard' then
self.attack_sensor = Circle(self.x, self.y, 128)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy), {chain = (self.level == 3 and 5 or 0)})
end
end, nil, nil, 'shoot')
elseif self.character == 'archer' then
self.attack_sensor = Circle(self.x, self.y, 160)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy), {pierce = 1000, ricochet = (self.level == 3 and 3 or 0)})
end
end, nil, nil, 'shoot')
elseif self.character == 'scout' then
self.attack_sensor = Circle(self.x, self.y, 64)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy), {chain = (self.level == 3 and 6 or 3)})
end
end, nil, nil, 'shoot')
elseif self.character == 'cleric' then
self.last_heal_time = love.timer.getTime()
self.t:every(2, function()
local all_units = self:get_all_units()
local unit_index = table.contains(all_units, function(v) return v.hp <= 0.5*v.max_hp end)
if unit_index and love.timer.getTime() - self.last_heal_time > 6 then
local unit = all_units[unit_index]
self.last_heal_time = love.timer.getTime()
if self.level == 3 then
for _, unit in ipairs(all_units) do unit:heal(0.2*unit.max_hp*(self.heal_effect_m or 1)) end
else
unit:heal(0.2*unit.max_hp*(self.heal_effect_m or 1))
end
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
end
end, nil, nil, 'heal')
elseif self.character == 'outlaw' then
self.attack_sensor = Circle(self.x, self.y, 96)
self.t:cooldown(3, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy), {homing = (self.level == 3)})
end
end, nil, nil, 'shoot')
elseif self.character == 'blade' then
self.attack_sensor = Circle(self.x, self.y, 64)
self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
self:shoot()
end, nil, nil, 'shoot')
elseif self.character == 'elementor' then
self.attack_sensor = Circle(self.x, self.y, 128)
self.t:cooldown(7, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local enemy = self:get_random_object_in_shape(self.attack_sensor, main.current.enemies)
if enemy then
self:attack(128, {x = enemy.x, y = enemy.y})
end
end, nil, nil, 'attack')
elseif self.character == 'saboteur' then
self.t:every(8, function()
self.t:every(0.25, function()
SpawnEffect{group = main.current.effects, x = self.x, y = self.y, action = function(x, y)
Saboteur{group = main.current.main, x = x, y = y, parent = self, level = self.level, conjurer_buff_m = self.conjurer_buff_m or 1, crit = (self.level == 3) and random:bool(50)}
end}
end, 2)
end, nil, nil, 'spawn')
elseif self.character == 'stormweaver' then
self.t:every(8, function()
stormweaver1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
local units = self:get_all_units()
for _, unit in ipairs(units) do
unit:chain_infuse(4)
end
end, nil, nil, 'buff')
elseif self.character == 'sage' then
self.attack_sensor = Circle(self.x, self.y, 96)
self.t:cooldown(12, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy))
end
end, nil, nil, 'shoot')
elseif self.character == 'cannoneer' then
self.attack_sensor = Circle(self.x, self.y, 128)
self.t:cooldown(6, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy))
end
end, nil, nil, 'shoot')
elseif self.character == 'dual_gunner' then
self.dg_counter = 0
self.attack_sensor = Circle(self.x, self.y, 96)
self.gun_kata_sensor = Circle(self.x, self.y, 160)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy))
end
end, nil, nil, 'shoot')
elseif self.character == 'hunter' then
self.attack_sensor = Circle(self.x, self.y, 160)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy))
end
end, nil, nil, 'shoot')
elseif self.character == 'chronomancer' then
if self.level == 3 then
main.current.chronomancer_dot = 0.5
end
elseif self.character == 'spellblade' then
self.t:every(2, function()
self:shoot(random:float(0, 2*math.pi))
end, nil, nil, 'shoot')
elseif self.character == 'psykeeper' then
self.stored_heal = 0
self.last_heal_time = love.timer.getTime()
elseif self.character == 'engineer' then
self.turret_counter = 0
self.t:every(8, function()
SpawnEffect{group = main.current.effects, x = self.x, y = self.y, color = orange[0], action = function(x, y)
Turret{group = main.current.main, x = x, y = y, parent = self}
end}
self.turret_counter = self.turret_counter + 1
if self.turret_counter == 3 and self.level == 3 then
self.turret_counter = 0
local turrets = main.current.main:get_objects_by_class(Turret)
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
for _, turret in ipairs(turrets) do
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = orange[0], duration = 0.1}
LightningLine{group = main.current.effects, src = self, dst = turret, color = orange[0]}
turret:upgrade()
end
end
end, nil, nil, 'spawn')
elseif self.character == 'plague_doctor' then
self.t:every(5, function()
self:dot_attack(24, {duration = 12})
end, nil, nil, 'attack')
if self.level == 3 then
self.t:after(0.01, function()
self.dot_area = DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.area_size_m*48, color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self}
end)
end
elseif self.character == 'barbarian' then
self.t:every(8, function()
self:attack(96, {stun = 4})
end, nil, nil, 'attack')
elseif self.character == 'juggernaut' then
self.t:every(8, function()
self:attack(96, {juggernaut_push = true})
end, nil, nil, 'attack')
elseif self.character == 'lich' then
self.attack_sensor = Circle(self.x, self.y, 128)
self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy), {chain = (self.level == 3 and 14 or 7), v = 70})
end
end, nil, nil, 'shoot')
elseif self.character == 'cryomancer' then
self.t:after(0.01, function()
self.dot_area = DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.area_size_m*48, color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self}
end)
elseif self.character == 'pyromancer' then
self.t:after(0.01, function()
self.dot_area = DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.area_size_m*48, color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self}
end)
elseif self.character == 'corruptor' then
self.attack_sensor = Circle(self.x, self.y, 160)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy), {spawn_critters_on_kill = 3, spawn_critters_on_hit = (self.level == 3 and 3 or nil)})
end
end, nil, nil, 'shoot')
elseif self.character == 'beastmaster' then
self.attack_sensor = Circle(self.x, self.y, 160)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy), {spawn_critters_on_crit = 2})
end
end, nil, nil, 'shoot')
elseif self.character == 'launcher' then
self.t:every(8, function()
self:attack(128)
end, nil, nil, 'attack')
elseif self.character == 'bard' then
self.bard_counter = 0
self.attack_sensor = Circle(self.x, self.y, 64)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy))
end
end, nil, nil, 'shoot')
elseif self.character == 'assassin' then
self.attack_sensor = Circle(self.x, self.y, 64)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy), {pierce = 1000})
end
end, nil, nil, 'shoot')
elseif self.character == 'host' then
if self.level == 3 then
self.t:every(1, function()
critter1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
for i = 1, 2 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.dmg, parent = self}
end
end, nil, nil, 'spawn')
else
self.t:every(2, function()
critter1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
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.dmg, parent = self}
end, nil, nil, 'spawn')
end
elseif self.character == 'carver' then
self.t:every(16, function()
Tree{group = main.current.main, x = self.x, y = self.y, color = self.color, parent = self, rs = self.area_size_m*(self.level == 3 and 128 or 64), level = self.level}
end, nil, nil, 'spawn')
elseif self.character == 'bane' then
self.t:every(12, function()
self.dot_area = DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.area_size_m*128, color = self.color, dmg = self.area_dmg_m*(self.level == 3 and self.dmg or 0),
character = self.character, level = self.level, parent = self, duration = 8}
end, nil, nil, 'spawn')
elseif self.character == 'psykino' then
self.t:every(4, function()
local center_enemy = self:get_random_object_in_shape(Circle(self.x, self.y, 160), main.current.enemies)
if center_enemy then
ForceArea{group = main.current.effects, x = center_enemy.x, y = center_enemy.y, rs = self.area_size_m*64, color = self.color, character = self.character, level = self.level, parent = self}
end
end, nil, nil, 'attack')
elseif self.character == 'barrager' then
self.barrager_counter = 0
self.attack_sensor = Circle(self.x, self.y, 128)
self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
local r = self:angle_to_object(closest_enemy)
self.barrager_counter = self.barrager_counter + 1
if self.barrager_counter == 3 and self.level == 3 then
self.barrage_counter = 0
for i = 1, 15 do
self.t:after((i-1)*0.05, function()
self:shoot(r + random:float(-math.pi/32, math.pi/32), {knockback = (self.level == 3 and 14 or 7)})
end)
end
else
for i = 1, 3 do
self.t:after((i-1)*0.075, function()
self:shoot(r + random:float(-math.pi/32, math.pi/32), {knockback = (self.level == 3 and 14 or 7)})
end)
end
end
end, nil, nil, 'shoot')
elseif self.character == 'highlander' then
self.attack_sensor = Circle(self.x, self.y, 32)
self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
if self.level == 3 then
self.t:every(0.25, function()
self:attack(48)
end, 3)
else
self:attack(48)
end
end, nil, nil, 'attack')
elseif self.character == 'fairy' then
self.t:every(6, function()
if self.level == 3 then
local units = self:get_all_units()
local unit_1 = random:table_remove(units)
local unit_2 = random:table_remove(units)
unit_1:heal(0.2*unit_1.max_hp*(self.heal_effect_m or 1))
unit_1.fairy_aspd_m = 3
unit_1.t:after(5.98, function() unit_1.fairy_aspd_m = 1 end)
unit_2:heal(0.2*unit_2.max_hp*(self.heal_effect_m or 1))
unit_2.fairy_aspd_m = 3
unit_2.t:after(5.98, function() unit_2.fairy_aspd_m = 1 end)
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
else
local unit = random:table(self:get_all_units())
unit:heal(0.2*unit.max_hp*(self.heal_effect_m or 1))
unit.fairy_aspd_m = 2
unit.t:after(5.98, function() unit.fairy_aspd_m = 1 end)
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
end
end, nil, nil, 'heal')
elseif self.character == 'priest' then
if self.level == 3 then
self.t:after(0.01, function()
local all_units = self:get_all_units()
local unit_1 = random:table_remove(all_units)
local unit_2 = random:table_remove(all_units)
local unit_3 = random:table_remove(all_units)
if unit_1 then unit_1.divined = true end
if unit_2 then unit_2.divined = true end
if unit_3 then unit_3.divined = true end
end)
end
self.t:every(10, function()
local all_units = self:get_all_units()
for _, unit in ipairs(all_units) do unit:heal(0.2*unit.max_hp*(self.heal_effect_m or 1)) end
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
end, nil, nil, 'heal')
elseif self.character == 'infestor' then
self.t:every(8, function()
local enemies = main.current.main:get_objects_by_classes(main.current.enemies)
for _, enemy in ipairs(enemies) do
if self:distance_to_object(enemy) < 128 then
enemy:curse('infestor', 6*(self.hex_duration_m or 1), (self.level == 3 and 6 or 2), self.dmg, self)
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = orange[0], duration = 0.1}
LightningLine{group = main.current.effects, src = self, dst = enemy, color = orange[0]}
end
end
end, nil, nil, 'attack')
elseif self.character == 'flagellant' then
self.t:every(8, function()
if self.level == 3 then
flagellant1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.3}
local all_units = self:get_all_units()
local dmg = self.dmg
for _, unit in ipairs(all_units) do
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.4}
unit:hit(2*dmg)
if not unit.flagellant_dmg_m then
unit.flagellant_dmg_m = 1
end
unit.flagellant_dmg_m = unit.flagellant_dmg_m + 0.12
end
else
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.3}
flagellant1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
local all_units = self:get_all_units()
for _, unit in ipairs(all_units) do
if unit.character == 'flagellant' then
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.4}
unit:hit(2*unit.dmg)
end
if not unit.flagellant_dmg_m then
unit.flagellant_dmg_m = 1
end
unit.flagellant_dmg_m = unit.flagellant_dmg_m + 0.04
end
end
end, nil, nil, 'buff')
end
self:calculate_stats(true)
if self.leader then
self.previous_positions = {}
self.followers = {}
self.t:every(0.01, function()
table.insert(self.previous_positions, 1, {x = self.x, y = self.y, r = self.r})
if #self.previous_positions > 256 then self.previous_positions[257] = nil end
end)
end
if self.ouroboros_technique_r then
self.t:after(0.01, function()
self.t:every(0.4 - (0.02*#self:get_all_units()), function()
if self.move_right_pressed and love.timer.getTime() - self.move_right_pressed > 1 then
local target = self:get_closest_object_in_shape(Circle(self.x, self.y, 96), main.current.enemies)
if target then
local units = self:get_all_units()
local unit = random:table(units)
unit:barrage(unit:angle_to_object(target), 1)
else
local units = self:get_all_units()
local cx, cy = 0, 0
for _, unit in ipairs(units) do
cx = cx + unit.x
cy = cy + unit.y
end
cx = cx/#units
cy = cy/#units
local unit = random:table(units)
unit:barrage(unit:angle_from_point(cx, cy), 1)
end
end
end)
end)
end
if self.centipede then self.centipede_mvspd_m = 1.2 end
if self.amplify then self.amplify_area_dmg_m = 1.25 end
if self.amplify_x then self.amplify_x_area_dmg_m = 1.5 end
if self.ballista then
if table.any(self.classes, function(v) return v == 'ranger' end) or table.any(self.classes, function(v) return v == 'rogue' end) then
self.ballista_dmg_m = 1.25
end
end
if self.ballista_x then
if table.any(self.classes, function(v) return v == 'ranger' end) or table.any(self.classes, function(v) return v == 'rogue' end) then
self.ballista_x_dmg_m = 1.5
end
end
if self.chronomancy then
if table.any(self.classes, function(v) return v == 'mage' end) then
self.chronomancy_aspd_m = 1.25
end
end
if self.leader and self.awakening then
main.current.t:after(0.1, function()
local units = self:get_all_units()
local mages = {}
for _, unit in ipairs(units) do
if table.any(unit.classes, function(v) return v == 'mage' end) then
table.insert(mages, unit)
end
end
local mage = random:table(mages)
if mage then
mage.awakening_aspd_m = 2
mage.awakening_dmg_m = 2
end
end)
end
if self.leader and self.divine_punishment then
main.current.t:every(5, function()
local units = self:get_all_units()
local mages = {}
for _, unit in ipairs(units) do
if table.any(unit.classes, function(v) return v == 'mage' end) then
table.insert(mages, unit)
end
end
local leader = main.current.player:get_leader()
local enemies = main.current.main:get_objects_by_classes(main.current.enemies)
if #enemies > 0 then
thunder1:play{volume = 0.5}
camera:shake(4, 0.5)
end
for _, enemy in ipairs(enemies) do
enemy:hit(10*#mages)
LightningLine{group = main.current.effects, src = {x = enemy.x, y = enemy.y - 32}, dst = enemy, color = blue[0], duration = 0.2}
_G[random:table{'spark1', 'spark2', 'spark3'}]:play{pitch = random:float(0.9, 1.1), volume = 0.3}
end
end)
end
if self.unwavering_stance and table.any(self.classes, function(v) return v == 'warrior' end) then
self.unwavering_stance_def_m = 1
self.t:every(5, function()
self.unwavering_stance_def_m = self.unwavering_stance_def_m + 0.05
end)
end
if self.magnify then
self.magnify_area_size_m = 1.25
end
if self.concentrated_fire then
self.concentrated_fire_area_size_m = 0.66
self.concentrated_fire_area_dmg_m = 2
end
if self.unleash then
self.unleash_area_dmg_m = 1
self.unleash_area_size_m = 1
self.t:every(1, function()
self.unleash_area_dmg_m = self.unleash_area_dmg_m + 0.02
self.unleash_area_size_m = self.unleash_area_size_m + 0.02
if self.dot_area then
self.dot_area:scale(self.unleash_area_size_m)
end
end)
end
if self.reinforce then
main.current.t:after(0.1, function()
local units = self:get_all_units()
local any_enchanter = false
for _, unit in ipairs(units) do
if table.any(unit.classes, function(v) return v == 'enchanter' end) then
any_enchanter = true
break
end
end
if any_enchanter then
self.reinforce_dmg_m = 1.1
self.reinforce_def_m = 1.1
self.reinforce_aspd_m = 1.1
end
end)
end
if self.payback then
self.payback_dmg_m = 1
end
if self.hex_master then
self.hex_duration_m = 1.25
end
if self.leader and self.immolation then
main.current.t:after(0.1, function()
local units = self:get_all_units()
local unit_1 = random:table_remove(units)
local unit_2 = random:table_remove(units)
local unit_3 = random:table_remove(units)
print(unit_1, unit_2, unit_3)
if unit_1 then unit_1.t:every(2, function() unit_1:hit(0.05*unit_1.max_hp) end) end
if unit_2 then unit_2.t:every(2, function() unit_2:hit(0.05*unit_2.max_hp) end) end
if unit_3 then unit_3.t:every(2, function() unit_3:hit(0.05*unit_3.max_hp) end) end
local units = self:get_all_units()
for _, unit in ipairs(units) do
unit.immolation_dmg_m = 1
unit.t:every(2, function() unit.immolation_dmg_m = unit.immolation_dmg_m + 0.08 end)
end
end)
end
end
function Player:update(dt)
self:update_game_object(dt)
if self.character == 'squire' then
local all_units = self:get_all_units()
for _, unit in ipairs(all_units) do
unit.squire_dmg_m = 1.2
unit.squire_def_m = 1.2
if self.level == 3 then
unit.squire_dmg_m = 1.5
unit.squire_def_m = 1.5
unit.squire_aspd_m = 1.3
unit.squire_mvspd_m = 1.3
end
end
elseif self.character == 'chronomancer' then
local all_units = self:get_all_units()
for _, unit in ipairs(all_units) do
unit.chronomancer_aspd_m = 1.2
end
end
if self.character == 'vagrant' and self.level == 3 then
local class_levels = get_class_levels(self:get_all_units())
local number_of_active_sets = 0
if class_levels.ranger >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.warrior >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.mage >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.rogue >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.healer >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.conjurer >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.enchanter >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.psyker >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.curser >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.forcer >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.swarmer >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.voider >= 1 then number_of_active_sets = number_of_active_sets + 1 end
self.vagrant_dmg_m = 1 + 0.1*number_of_active_sets
self.vagrant_aspd_m = 1 + 0.05*number_of_active_sets
end
if self.character == 'swordsman' and self.level == 3 then
self.swordsman_dmg_m = 2
end
if self.character == 'outlaw' and self.level == 3 then
self.outlaw_aspd_m = 1.5
end
if table.any(self.classes, function(v) return v == 'ranger' end) then
if main.current.ranger_level == 2 then self.chance_to_barrage = 16
elseif main.current.ranger_level == 1 then self.chance_to_barrage = 8
elseif main.current.ranger_level == 0 then self.chance_to_barrage = 0 end
end
if table.any(self.classes, function(v) return v == 'warrior' end) then
if main.current.warrior_level == 2 then self.warrior_def_a = 50
elseif main.current.warrior_level == 1 then self.warrior_def_a = 25
elseif main.current.warrior_level == 0 then self.warrior_def_a = 0 end
end
if main.current.healer_level == 2 then self.heal_effect_m = 1.3
elseif main.current.healer_level == 1 then self.heal_effect_m = 1.15
else self.heal_effect_m = 1 end
if self.blessing then self.heal_effect_m = self.heal_effect_m*1.2 end
if table.any(self.classes, function(v) return v == 'nuker' end) then
if main.current.nuker_level == 2 then self.nuker_area_size_m = 1.25; self.nuker_area_dmg_m = 1.25
elseif main.current.nuker_level == 1 then self.nuker_area_size_m = 1.15; self.nuker_area_dmg_m = 1.15
elseif main.current.nuker_level == 0 then self.nuker_area_size_m = 1; self.nuker_area_dmg_m = 1 end
end
if main.current.conjurer_level == 2 then self.conjurer_buff_m = 1.5
elseif main.current.conjurer_level == 1 then self.conjurer_buff_m = 1.25
else self.conjurer_buff_m = 1 end
if table.any(self.classes, function(v) return v == 'rogue' end) then
if main.current.rogue_level == 2 then self.chance_to_crit = 20
elseif main.current.rogue_level == 1 then self.chance_to_crit = 10
elseif main.current.rogue_level == 0 then self.chance_to_crit = 0 end
end
if main.current.enchanter_level == 2 then self.enchanter_dmg_m = 1.25
elseif main.current.enchanter_level == 1 then self.enchanter_dmg_m = 1.15
else self.enchanter_dmg_m = 1 end
if table.any(self.classes, function(v) return v == 'psyker' end) then
local class_levels = get_class_levels(self:get_all_units())
local number_of_active_sets = 0
if class_levels.ranger >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.warrior >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.mage >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.rogue >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.healer >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.conjurer >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.enchanter >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.psyker >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.curser >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.forcer >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.swarmer >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.voider >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if main.current.psyker_level == 2 then
self.psyker_dmg_m = 1 + 0.1*number_of_active_sets
self.psyker_aspd_m = 1 + 0.1*number_of_active_sets
elseif main.current.psyker_level == 1 then
self.psyker_dmg_m = 1 + 0.05*number_of_active_sets
self.psyker_aspd_m = 1 + 0.05*number_of_active_sets
else
self.psyker_dmg_m = 1
self.psyker_aspd_m = 1
end
end
if main.current.forcer_level == 2 then self.knockback_m = 1.5
elseif main.current.forcer_level == 1 then self.knockback_m = 1.25
else self.knockback_m = 1 end
if self.force_push then self.knockback_m = self.knockback_m*1.25 end
if table.any(self.classes, function(v) return v == 'voider' end) then
if main.current.voider_level == 2 then self.dot_dmg_m = 1.25
elseif main.current.voider_level == 1 then self.dot_dmg_m = 1.15
else self.dot_dmg_m = 1 end
end
if self.call_of_the_void then self.dot_dmg_m = (self.dot_dmg_m or 1)*1.25 end
if self.ouroboros_technique_l and self.leader then
local units = self:get_all_units()
if self.move_left_pressed and love.timer.getTime() - self.move_left_pressed > 1 then
for _, unit in ipairs(units) do
unit.ouroboros_def_m = 1.25
end
else
for _, unit in ipairs(units) do
unit.ouroboros_def_m = 1
end
end
end
if self.berserking and table.any(self.classes, function(v) return v == 'warrior' end) then
self.berserking_aspd_m = math.remap(self.hp/self.max_hp, 0, 1, 1.5, 1)
end
self.buff_def_a = (self.warrior_def_a or 0)
self.buff_aspd_m = (self.chronomancer_aspd_m or 1)*(self.vagrant_aspd_m or 1)*(self.outlaw_aspd_m or 1)*(self.fairy_aspd_m or 1)*(self.psyker_aspd_m or 1)*(self.chronomancy_aspd_m or 1)*(self.awakening_aspd_m or 1)*(self.berserking_aspd_m or 1)*(self.reinforce_aspd_m or 1)*(self.squire_aspd_m or 1)
self.buff_dmg_m = (self.squire_dmg_m or 1)*(self.vagrant_dmg_m or 1)*(self.enchanter_dmg_m or 1)*(self.swordsman_dmg_m or 1)*(self.flagellant_dmg_m or 1)*(self.psyker_dmg_m or 1)*(self.ballista_dmg_m or 1)*(self.ballista_x_dmg_m or 1)*(self.awakening_dmg_m or 1)*(self.reinforce_dmg_m or 1)*(self.payback_dmg_m or 1)*(self.immolation_dmg_m or 1)
self.buff_def_m = (self.squire_def_m or 1)*(self.ouroboros_def_m or 1)*(self.unwavering_stance_def_m or 1)*(self.reinforce_def_m or 1)
self.buff_area_size_m = (self.nuker_area_size_m or 1)*(self.magnify_area_size_m or 1)*(self.concentrated_fire_area_size_m or 1)*(self.unleash_area_size_m or 1)
self.buff_area_dmg_m = (self.nuker_area_dmg_m or 1)*(self.amplify_area_dmg_m or 1)*(self.amplify_x_area_dmg_m or 1)*(self.concentrated_fire_area_dmg_m or 1)*(self.unleash_area_dmg_m or 1)
self.buff_mvspd_m = (self.wall_rider_mvspd_m or 1)*(self.centipede_mvspd_m or 1)*(self.squire_mvspd_m or 1)
self:calculate_stats()
if self.attack_sensor then self.attack_sensor:move_to(self.x, self.y) end
if self.gun_kata_sensor then self.gun_kata_sensor:move_to(self.x, self.y) end
self.t:set_every_multiplier('shoot', self.aspd_m)
self.t:set_every_multiplier('attack', self.aspd_m)
if self.leader then
if input.move_left.pressed and not self.move_right_pressed then self.move_left_pressed = love.timer.getTime() end
if input.move_right.pressed and not self.move_left_pressed then self.move_right_pressed = love.timer.getTime() end
if input.move_left.released then self.move_left_pressed = nil end
if input.move_right.released then self.move_right_pressed = nil end
if input.move_left.down then self.r = self.r - 1.66*math.pi*dt end
if input.move_right.down then self.r = self.r + 1.66*math.pi*dt end
local total_v = 0
local units = self:get_all_units()
for _, unit in ipairs(units) do
total_v = total_v + unit.max_v
end
total_v = total_v/#units
self:set_velocity(total_v*math.cos(self.r), total_v*math.sin(self.r))
if not main.current.won and not main.current.choosing_passives then
local vx, vy = self:get_velocity()
local hd = math.remap(math.abs(self.x - gw/2), 0, 192, 1, 0)
local vd = math.remap(math.abs(self.y - gh/2), 0, 108, 1, 0)
camera.x = camera.x + math.remap(vx, -100, 100, -24*hd, 24*hd)*dt
camera.y = camera.y + math.remap(vy, -100, 100, -8*vd, 8*vd)*dt
if input.move_right.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, math.pi/256)
elseif input.move_left.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, -math.pi/256)
elseif input.move_down.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, math.pi/256)
elseif input.move_up.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, -math.pi/256)
else camera.r = math.lerp_angle_dt(0.005, dt, camera.r, 0) end
end
self:set_angle(self.r)
else
local target_distance = 10.4*(self.follower_index or 0)
local distance_sum = 0
local p
local previous = self.parent
for i, point in ipairs(self.parent.previous_positions) do
local distance_to_previous = math.distance(previous.x, previous.y, point.x, point.y)
distance_sum = distance_sum + distance_to_previous
if distance_sum >= target_distance then
p = point
break
end
previous = point
end
if p then
self:set_position(p.x, p.y)
self.r = p.r
if not self.following then
spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15}
for i = 1, random:int(3, 4) 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 = 10, color = fg[0]}:scale_down(0.3):change_color(0.5, self.color)
self.following = true
end
else
self.r = self:get_angle()
end
end
end
function Player:draw()
graphics.push(self.x, self.y, self.r, self.hfx.hit.x*self.hfx.shoot.x, self.hfx.hit.x*self.hfx.shoot.x)
if self.visual_shape == 'rectangle' then
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, (self.hfx.hit.f or self.hfx.shoot.f) and fg[0] or self.color)
end
graphics.pop()
end
function Player:on_collision_enter(other, contact)
local x, y = contact:getPositions()
if other:is(Wall) then
if self.leader then
if other.snkrx then
main.current.level_1000_text:pull(0.2, 200, 10)
end
self.hfx:use('hit', 0.5, 200, 10, 0.1)
camera:spring_shake(2, math.pi - self.r)
self:bounce(contact:getNormal())
local r = random:float(0.9, 1.1)
player_hit_wall1:play{pitch = r, volume = 0.1}
pop1:play{pitch = r, volume = 0.2}
for i, f in ipairs(self.followers) do
trigger:after(i*(10.6/self.v), function()
f.hfx:use('hit', 0.5, 200, 10, 0.1)
player_hit_wall1:play{pitch = r + 0.025*i, volume = 0.1}
pop1:play{pitch = r + 0.05*i, volume = 0.2}
end)
end
if self.wall_echo then
if random:bool(34) then
local target = self:get_closest_object_in_shape(Circle(self.x, self.y, 96), main.current.enemies)
if target then
self:barrage(self:angle_to_object(target), 2)
else
local r = Vector(contact:getNormal()):angle()
self:barrage(r, 2)
end
end
end
if self.wall_rider then
local units = self:get_all_units()
for _, unit in ipairs(units) do unit.wall_rider_mvspd_m = 1.25 end
trigger:after(1, function()
for _, unit in ipairs(units) do unit.wall_rider_mvspd_m = 1 end
end, 'wall_rider')
end
end
elseif table.any(main.current.enemies, function(v) return other:is(v) end) then
other:push(random:float(25, 35)*(self.knockback_m or 1), self:angle_to_object(other))
if self.character == 'vagrant' or self.character == 'psykeeper' then other:hit(2*self.dmg)
else other:hit(self.dmg) end
if other.headbutting then
self:hit((4 + math.floor(other.level/3))*other.dmg)
else self:hit(other.dmg) end
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
for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = other.color} end
end
end
function Player:hit(damage)
if self.dead then return end
self.hfx:use('hit', 0.25, 200, 10)
self:show_hp()
local actual_damage = self:calculate_damage(damage)
self.hp = self.hp - actual_damage
_G[random:table{'player_hit1', 'player_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
camera:shake(4, 0.5)
main.current.damage_taken = main.current.damage_taken + actual_damage
if self.payback and table.any(self.classes, function(v) return v == 'enchanter' end) then
self.payback_dmg_m = self.payback_dmg_m + 0.05
end
if self.character == 'beastmaster' and self.level == 3 then
critter1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
trigger:after(0.01, function()
for i = 1, 2 do
Critter{group = main.current.main, x = self.x, y = self.y, color = orange[0], r = random:float(0, 2*math.pi), v = 20, dmg = self.dmg, parent = self}
end
end)
end
if self.crucio then
local enemies = main.current.main:get_objects_by_classes(main.current.enemies)
for _, enemy in ipairs(enemies) do
enemy:hit(0.25*actual_damage)
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1}
end
end
local psykeeper = self:get_unit'psykeeper'
if psykeeper then
psykeeper.stored_heal = psykeeper.stored_heal + actual_damage
if psykeeper.stored_heal > (0.5*psykeeper.max_hp) and love.timer.getTime() - psykeeper.last_heal_time > 6 then
psykeeper.last_heal_time = love.timer.getTime()
local all_units = self:get_all_units()
for _, unit in ipairs(all_units) do
unit:heal(psykeeper.stored_heal*(self.heal_effect_m or 1)/#all_units)
end
if self.level == 3 then
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
local enemies = main.current.main:get_objects_by_classes(main.current.enemies)
for _, enemy in ipairs(enemies) do
enemy:hit(2*psykeeper.stored_heal/#enemies)
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1}
LightningLine{group = main.current.effects, src = self, dst = enemy, color = fg[0]}
end
end
psykeeper.stored_heal = 0
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
end
end
self.character_hp:change_hp()
if self.hp <= 0 then
if self.divined then
self:heal(self.max_hp)
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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)
self.divined = false
else
hit4:play{pitch = random:float(0.95, 1.05), volume = 0.5}
slow(0.25, 1)
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)
if self.leader and #self.followers == 0 then
main.current:die()
else
if self.leader then self:recalculate_followers()
else self.parent:recalculate_followers() end
end
if self.dot_area then self.dot_area.dead = true; self.dot_area = nil end
end
end
end
function Player:heal(amount)
local hp = self.hp
self.hfx:use('hit', 0.25, 200, 10)
self:show_hp(1.5)
self:show_heal(1.5)
self.hp = self.hp + amount
if self.hp > self.max_hp then self.hp = self.max_hp end
self.character_hp:change_hp()
end
function Player:chain_infuse(duration)
self.chain_infused = true
self.t:after(duration or 2, function() self.chain_infused = false end, 'chain_infuse')
end
function Player:get_all_units()
local followers
local leader = (self.leader and self) or self.parent
if self.leader then followers = self.followers else followers = self.parent.followers end
return {leader, unpack(followers)}
end
function Player:get_leader()
return (self.leader and self) or self.parent
end
function Player:get_unit(character)
local all_units = self:get_all_units()
for _, unit in ipairs(all_units) do
if unit.character == character then return unit end
end
end
function Player:recalculate_followers()
if self.dead then
local new_leader = table.remove(self.followers, 1)
new_leader.leader = true
new_leader.previous_positions = {}
new_leader.followers = self.followers
new_leader.t:every(0.01, function()
table.insert(new_leader.previous_positions, 1, {x = new_leader.x, y = new_leader.y, r = new_leader.r})
if #new_leader.previous_positions > 256 then new_leader.previous_positions[257] = nil end
end)
main.current.player = new_leader
for i, follower in ipairs(self.followers) do
follower.parent = new_leader
follower.follower_index = i
end
else
for i = #self.followers, 1, -1 do
if self.followers[i].dead then
table.remove(self.followers, i)
break
end
end
for i, follower in ipairs(self.followers) do
follower.follower_index = i
end
end
end
function Player:add_follower(unit)
table.insert(self.followers, unit)
unit.parent = self
unit.follower_index = #self.followers
end
function Player:shoot(r, mods)
mods = mods or {}
camera:spring_shake(2, r)
self.hfx:use('shoot', 0.25)
local dmg_m = 1
local crit = false
if self.chance_to_crit and random:bool(self.chance_to_crit) then dmg_m = (self.assassination and 8 or 4); crit = true end
if self.assassination and table.any(self.classes, function(v) return v == 'rogue' end) then
if not crit then
dmg_m = 0.5
end
end
if crit and mods.spawn_critters_on_crit then
critter1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
trigger:after(0.01, function()
for i = 1, mods.spawn_critters_on_crit 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.dmg, parent = self}
end
end)
end
if self.character == 'outlaw' then
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}
r = r - 2*math.pi/8
for i = 1, 5 do
local t = {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), v = 250, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character,
parent = self, level = self.level}
Projectile(table.merge(t, mods or {}))
r = r + math.pi/8
end
elseif self.character == 'blade' then
local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies)
if enemies and #enemies > 0 then
for _, enemy in ipairs(enemies) do
local r = self:angle_to_object(enemy)
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}
local t = {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), v = 250, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character,
parent = self, level = self.level}
Projectile(table.merge(t, mods or {}))
end
end
elseif self.character == 'sage' then
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}
local t = {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), v = 25, r = r, color = self.color, dmg = self.dmg, pierce = 1000, character = 'sage',
parent = self, level = self.level}
Projectile(table.merge(t, mods or {}))
elseif self.character == 'dual_gunner' then
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r) + 4*math.cos(r - math.pi/2), y = self.y + 0.8*self.shape.w*math.sin(r) + 4*math.sin(r - math.pi/2), rs = 6}
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r) + 4*math.cos(r + math.pi/2), y = self.y + 0.8*self.shape.w*math.sin(r) + 4*math.sin(r + math.pi/2), rs = 6}
local t1 = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r) + 4*math.cos(r - math.pi/2) , y = self.y + 1.6*self.shape.w*math.sin(r) + 4*math.sin(r - math.pi/2),
v = 300, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character, parent = self, level = self.level}
local t2 = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r) + 4*math.cos(r + math.pi/2) , y = self.y + 1.6*self.shape.w*math.sin(r) + 4*math.sin(r + math.pi/2),
v = 300, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character, parent = self, level = self.level}
Projectile(table.merge(t1, mods or {}))
Projectile(table.merge(t2, mods or {}))
self.dg_counter = self.dg_counter + 1
if self.dg_counter == 5 and self.level == 3 then
self.dg_counter = 0
self.t:every(0.1, function()
local random_enemy = self:get_random_object_in_shape(self.attack_sensor, main.current.enemies)
if random_enemy then
_G[random:table{'gun_kata1', 'gun_kata2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.35}
camera:spring_shake(2, r)
self.hfx:use('shoot', 0.25)
local r = self:angle_to_object(random_enemy)
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r) + 4*math.cos(r - math.pi/2), y = self.y + 0.8*self.shape.w*math.sin(r) + 4*math.sin(r - math.pi/2), rs = 6}
local t = {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), v = 300, r = r, color = self.color, dmg = self.dmg, character = self.character,
parent = self, level = self.level}
Projectile(table.merge(t, mods or {}))
end
end, 20)
end
else
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}
local t = {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), v = 250, r = r, color = self.color, dmg = self.dmg*dmg_m, crit = crit, character = self.character,
parent = self, level = self.level}
Projectile(table.merge(t, mods or {}))
end
if self.character == 'bard' then
self.bard_counter = self.bard_counter + 1
if self.bard_counter == 8 and self.level == 3 then
self.bard_counter = 0
bard2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.t:after(3, function()
bard1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
local enemies = main.current.main:get_objects_by_classes(main.current.enemies)
for _, enemy in ipairs(enemies) do
enemy:hit(4*self.dmg)
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.2}
end
end)
end
end
if self.character == 'vagrant' then
shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.2}
elseif self.character == 'dual_gunner' then
dual_gunner1:play{pitch = random:float(0.95, 1.05), volume = 0.3}
dual_gunner2:play{pitch = random:float(0.95, 1.05), volume = 0.3}
elseif self.character == 'archer' or self.character == 'hunter' or self.character == 'barrager' or self.character == 'corruptor' then
archer1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
elseif self.character == 'wizard' or self.character == 'lich' then
wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.15}
elseif self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'spellblade' or self.character == 'bard' or self.character == 'assassin' or self.character == 'beastmaster' then
_G[random:table{'scout1', 'scout2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.35}
if self.character == 'spellblade' then
wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.15}
end
elseif self.character == 'cannoneer' then
_G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
end
if self.character == 'lich' then
frost1:play{pitch = random:float(0.95, 1.05), volume = 0.3}
end
if self.chance_to_barrage and random:bool(self.chance_to_barrage) then
self:barrage(r, 3)
end
end
function Player:attack(area, mods)
mods = mods or {}
camera:shake(2, 0.5)
self.hfx:use('shoot', 0.25)
local t = {group = main.current.effects, x = mods.x or self.x, y = mods.y or self.y, r = self.r, w = self.area_size_m*(area or 64), color = self.color, dmg = self.area_dmg_m*self.dmg,
character = self.character, level = self.level, parent = self}
Area(table.merge(t, mods))
if self.character == 'swordsman' or self.character == 'barbarian' or self.character == 'juggernaut' or self.character == 'highlander' then
_G[random:table{'swordsman1', 'swordsman2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.75}
elseif self.character == 'elementor' then
elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5}
elseif self.character == 'launcher' then
buff1:play{pitch == random:float(0.9, 1.1), volume = 0.5}
end
if self.character == 'juggernaut' then
elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5}
end
end
function Player:dot_attack(area, mods)
mods = mods or {}
camera:shake(2, 0.5)
self.hfx:use('shoot', 0.25)
local t = {group = main.current.effects, x = mods.x or self.x, y = mods.y or self.y, r = self.r, rs = self.area_size_m*(area or 64), color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character, level = self.level}
DotArea(table.merge(t, mods))
dot1:play{pitch = random:float(0.9, 1.1), volume = 0.5}
end
function Player:barrage(r, n)
n = n or 8
for i = 1, n do
self.t:after((i-1)*0.075, function()
archer1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
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}
local t = {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), v = 250, r = r + random:float(-math.pi/16, math.pi/16), color = self.color, dmg = self.dmg,
parent = self, character = 'barrage', level = self.level}
Projectile(table.merge(t, mods or {}))
end)
end
end
Projectile = Object:extend()
Projectile:implement(GameObject)
Projectile:implement(Physics)
function Projectile:init(args)
self:init_game_object(args)
self:set_as_rectangle(10, 4, 'dynamic', 'projectile')
self.pierce = args.pierce or 0
self.chain = args.chain or 0
self.ricochet = args.ricochet or 0
self.chain_enemies_hit = {}
self.infused_enemies_hit = {}
if self.character == 'sage' then
elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5}
self.compression_dmg = self.dmg
self.dmg = 0
self.pull_sensor = Circle(self.x, self.y, 64*self.parent.area_size_m)
self.rs = 0
self.t:tween(0.05, self, {rs = self.shape.w/2.5}, math.cubic_in_out, function() self.spring:pull(0.15) end)
self.t:after(4, function()
self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function()
self:die()
if self.level == 3 then
_G[random:table{'saboteur_hit1', 'saboteur_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.2}
magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.075}
local enemies = self:get_objects_in_shape(self.pull_sensor, main.current.enemies)
for _, enemy in ipairs(enemies) do
enemy:hit(3*self.compression_dmg)
end
end
end)
end)
self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08)
self.t:every(0.08, function()
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color}
end)
self.vr = 0
self.dvr = random:float(-math.pi/4, math.pi/4)
elseif self.character == 'spellblade' then
if self.level == 3 then
self.v = 1.5*self.v
self.pierce = 1000
self.orbit_r = 0
self.orbit_vr = 12*math.pi
self.t:tween(6.25, self, {orbit_vr = 4*math.pi}, math.expo_out, function()
self.t:tween(12.25, self, {orbit_vr = 0}, math.linear)
end)
else
self.pierce = 1000
self.orbit_r = 0
self.orbit_vr = 8*math.pi
self.t:tween(6.25, self, {orbit_vr = math.pi}, math.expo_out, function()
self.t:tween(12.25, self, {orbit_vr = 0}, math.linear)
end)
end
elseif self.character == 'lich' then
self.spring:pull(0.15)
self.t:every(0.08, function()
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color}
end)
end
if self.parent.divine_machine_arrow and table.any(self.parent.classes, function(v) return v == 'ranger' end) then
if random:bool(40) then
self.homing = true
self.pierce = 5
end
end
if self.homing then
self.homing = false
self.t:after(0.1, function()
self.homing = true
self.closest_sensor = Circle(self.x, self.y, 64)
end)
end
self.distance_travelled = 0
self.distance_dmg_m = 1
if self.parent.blunt_arrow and table.any(self.parent.classes, function(v) return v == 'ranger' end) then
if random:bool(20) then
self.knockback = 10
end
end
if self.parent.flying_daggers and table.any(self.parent.classes, function(v) return v == 'rogue' end) then
self.chain = self.chain + 2
end
end
function Projectile:update(dt)
self:update_game_object(dt)
if self.character == 'spellblade' then
self.orbit_r = self.orbit_r + self.orbit_vr*dt
end
if self.homing then
self.closest_sensor:move_to(self.x, self.y)
local target = self:get_closest_object_in_shape(self.closest_sensor, main.current.enemies)
if target then
self:rotate_towards_object(target, 0.1)
self.r = self:get_angle()
self:move_along_angle(self.v, self.r + (self.orbit_r or 0))
else
self:set_angle(self.r)
self:move_along_angle(self.v, self.r + (self.orbit_r or 0))
end
else
self:set_angle(self.r)
self:move_along_angle(self.v, self.r + (self.orbit_r or 0))
end
if self.character == 'sage' then
self.pull_sensor:move_to(self.x, self.y)
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(self:distance_to_object(enemy), 0, 100, 250, 50), enemy:angle_to_object(self))
end
self.vr = self.vr + self.dvr*dt
end
if self.parent.point_blank or self.parent.longshot then
self.distance_travelled = self.distance_travelled + math.length(self:get_velocity())
if self.parent.point_blank and self.parent.longshot then
self.distance_dmg_m = 1
elseif self.parent.point_blank then
self.distance_dmg_m = math.remap(self.distance_travelled, 0, 15000, 2, 0.75)
elseif self.parent.longshot then
self.distance_dmg_m = math.remap(self.distance_travelled, 0, 15000, 0.75, 2)
end
end
end
function Projectile:draw()
if self.character == 'sage' then
if self.hidden then return end
graphics.push(self.x, self.y, self.r + self.vr, self.spring.x, self.spring.x)
graphics.circle(self.x, self.y, self.rs + random:float(-1, 1), self.color)
graphics.circle(self.x, self.y, 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.x, self.y, 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, self.color, lw) end
graphics.pop()
elseif self.character == 'lich' then
graphics.push(self.x, self.y, self.r, self.spring.x, self.spring.x)
graphics.circle(self.x, self.y, 4 + random:float(-1, 1), self.color)
graphics.pop()
else
graphics.push(self.x, self.y, self.r + (self.orbit_r or 0))
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 2, 2, self.color)
graphics.pop()
end
end
function Projectile: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
if self.character == 'wizard' then
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*32, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self}
elseif self.character == 'blade' then
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*64, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self}
elseif self.character == 'cannoneer' then
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*96, color = self.color, dmg = 2*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self}
if self.level == 3 then
self.parent.t:every(0.2, function()
_G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
Area{group = main.current.effects, x = self.x + random:float(-32, 32), y = self.y + random:float(-32, 32), r = self.r + random:float(0, 2*math.pi), w = self.parent.area_size_m*48, color = self.color,
dmg = 0.5*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self}
end, 5)
end
end
end
function Projectile: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
if self.character == 'archer' or self.character == 'hunter' or self.character == 'barrage' or self.character == 'barrager' then
if self.ricochet <= 0 then
self:die(x, y, r, 0)
WallArrow{group = main.current.main, x = x, y = y, r = self.r, color = self.color}
else
local r = Unit.bounce(self, nx, ny)
self.r = r
self.ricochet = self.ricochet - 1
end
_G[random:table{'arrow_hit_wall1', 'arrow_hit_wall2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.2}
elseif self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'spellblade' or self.character == 'bard' or self.character == 'beastmaster' then
self:die(x, y, r, 0)
knife_hit_wall1:play{pitch = random:float(0.9, 1.1), volume = 0.2}
local r = Unit.bounce(self, nx, ny)
trigger:after(0.01, function()
WallKnife{group = main.current.main, x = x, y = y, r = r, v = self.v*0.1, color = self.color}
end)
if self.character == 'spellblade' then
magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.075}
end
elseif self.character == 'wizard' or self.character == 'lich' then
self:die(x, y, r, random:int(2, 3))
magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.075}
elseif self.character == 'cannoneer' then
self:die(x, y, r, random:int(2, 3))
cannon_hit_wall1:play{pitch = random:float(0.95, 1.05), volume = 0.1}
elseif self.character == 'engineer' or self.character == 'dual_gunner' then
self:die(x, y, r, random:int(2, 3))
_G[random:table{'turret_hit_wall1', 'turret_hit_wall2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.2}
else
self:die(x, y, r, random:int(2, 3))
proj_hit_wall1:play{pitch = random:float(0.9, 1.1), volume = 0.2}
end
end
end
function Projectile:on_trigger_enter(other, contact)
if self.character == 'sage' then return end
if table.any(main.current.enemies, function(v) return other:is(v) end) then
if self.pierce <= 0 and self.chain <= 0 then
self:die(self.x, self.y, nil, random:int(2, 3))
else
if self.pierce > 0 then
self.pierce = self.pierce - 1
end
if self.chain > 0 then
self.chain = self.chain - 1
table.insert(self.chain_enemies_hit, other)
local object = self:get_random_object_in_shape(Circle(self.x, self.y, 48), main.current.enemies, self.chain_enemies_hit)
if object then
self.r = self:angle_to_object(object)
if self.character == 'lich' then
self.v = self.v*1.1
if self.level == 3 then
object:slow(0.2, 2)
end
else
self.v = self.v*1.25
end
if self.level == 3 and self.character == 'scout' then
self.dmg = self.dmg*1.25
end
if self.parent.ultimatum then
self.dmg = self.dmg*1.25
end
end
end
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1}
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color}
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = other.color}
end
if self.character == 'archer' or self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'hunter' or self.character == 'spellblade' or self.character == 'engineer' or
self.character == 'bard' or self.character == 'assassin' or self.character == 'barrager' or self.character == 'beastmaster' then
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
if self.character == 'spellblade' then
magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.15}
end
elseif self.character == 'wizard' or self.character == 'lich' then
magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.15}
else
hit3:play{pitch = random:float(0.95, 1.05), volume = 0.35}
end
other:hit(self.dmg*(self.distance_dmg_m or 1), self)
if self.character == 'wizard' and self.level == 3 then
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*32, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character, parent = self}
end
if self.character == 'hunter' and random:bool(40) then
trigger:after(0.01, function()
if self.level == 3 then
local r = self.parent:angle_to_object(other)
SpawnEffect{group = main.current.effects, x = self.parent.x, y = self.parent.y, color = green[0], action = function(x, y)
Pet{group = main.current.main, x = x, y = y, r = r, v = 150, parent = self.parent, conjurer_buff_m = self.conjurer_buff_m or 1}
Pet{group = main.current.main, x = x + 12*math.cos(r + math.pi/2), y = y + 12*math.sin(r + math.pi/2), r = r, v = 150, parent = self.parent, conjurer_buff_m = self.conjurer_buff_m or 1}
Pet{group = main.current.main, x = x + 12*math.cos(r - math.pi/2), y = y + 12*math.sin(r - math.pi/2), r = r, v = 150, parent = self.parent, conjurer_buff_m = self.conjurer_buff_m or 1}
end}
else
SpawnEffect{group = main.current.effects, x = self.parent.x, y = self.parent.y, color = orange[0], action = function(x, y)
Pet{group = main.current.main, x = x, y = y, r = self.parent:angle_to_object(other), v = 150, parent = self.parent, conjurer_buff_m = self.conjurer_buff_m or 1}
end}
end
end)
end
if self.character == 'bard' then
other:curse('bard')
end
if self.character == 'assassin' then
other:apply_dot((self.crit and 4*self.dmg or self.dmg/2)*(self.dot_dmg_m or 1)*(main.current.chronomancer_dot or 1), 3)
end
if self.parent.chain_infused then
local units = self.parent:get_all_units()
local stormweaver_level = 0
for _, unit in ipairs(units) do
if unit.character == 'stormweaver' then
stormweaver_level = unit.level
break
end
end
local src = other
for i = 1, 2 + (stormweaver_level == 3 and 2 or 0) do
_G[random:table{'spark1', 'spark2', 'spark3'}]:play{pitch = random:float(0.9, 1.1), volume = 0.3}
table.insert(self.infused_enemies_hit, src)
local dst = src:get_random_object_in_shape(Circle(src.x, src.y, (stormweaver_level == 3 and 128 or 64)), main.current.enemies, self.infused_enemies_hit)
if dst then
dst:hit(0.2*self.dmg*(self.distance_dmg_m or 1))
LightningLine{group = main.current.effects, src = src, dst = dst}
src = dst
end
end
end
if self.crit then
camera:shake(5, 0.25)
rogue_crit1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
rogue_crit2:play{pitch = random:float(0.95, 1.05), volume = 0.15}
for i = 1, 3 do HitParticle{group = main.current.effects, x = other.x, y = other.y, color = self.color, v = random:float(100, 400)} end
for i = 1, 3 do HitParticle{group = main.current.effects, x = other.x, y = other.y, color = other.color, v = random:float(100, 400)} end
HitCircle{group = main.current.effects, x = other.x, y = other.y, rs = 12, color = fg[0], duration = 0.3}:scale_down():change_color(0.5, self.color)
end
if self.knockback then
other:push(self.knockback*(self.knockback_m or 1), self.r)
end
if self.parent.explosive_arrow and table.any(self.parent.classes, function(v) return v == 'ranger' end) then
if random:bool(30) then
_G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r + random:float(0, 2*math.pi), w = self.parent.area_size_m*32, color = self.color,
dmg = 0.2*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self}
end
end
if self.parent.void_rift and table.any(self.parent.classes, function(v) return v == 'mage' or v == 'nuker' or v == 'voider' end) then
if random:bool(20) then
DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.parent.area_size_m*24, color = self.color, dmg = self.parent.area_dmg_m*self.dmg*(self.parent.dot_dmg_m or 1), void_rift = true, duration = 1}
end
end
end
end
Area = Object:extend()
Area:implement(GameObject)
function Area:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, 1.5*self.w, 1.5*self.w, self.r)
local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
for _, enemy in ipairs(enemies) do
local resonance_dmg = 0
if self.character == 'elementor' then
if self.parent.resonance then resonance_dmg = 2*self.dmg*0.05*#enemies end
enemy:hit(2*self.dmg + resonance_dmg, self)
if self.level == 3 then
enemy:slow(0.4, 6)
end
elseif self.character == 'swordsman' then
if self.parent.resonance then resonance_dmg = (self.dmg + self.dmg*0.15*#enemies)*0.05*#enemies end
enemy:hit(self.dmg + self.dmg*0.15*#enemies + resonance_dmg, self)
elseif self.character == 'blade' and self.level == 3 then
if self.parent.resonance then resonance_dmg = (self.dmg + self.dmg*0.33*#enemies)*0.05*#enemies end
enemy:hit(self.dmg + self.dmg*0.33*#enemies + resonance_dmg, self)
elseif self.character == 'highlander' then
if self.parent.resonance then resonance_dmg = 6*self.dmg*0.05*#enemies end
enemy:hit(6*self.dmg + resonance_dmg, self)
elseif self.character == 'launcher' then
if self.parent.resonance then resonance_dmg = (self.level == 3 and 6*self.dmg*0.05*#enemies or 2*self.dmg*0.05*#enemies) end
enemy:curse('launcher', 4*(self.hex_duration_m or 1), (self.level == 3 and 6*self.dmg or 2*self.dmg) + resonance_dmg, self.parent)
else
if self.parent.resonance then resonance_dmg = self.dmg*0.05*#enemies end
enemy:hit(self.dmg + resonance_dmg, self)
end
HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1}
for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end
for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end
if self.character == 'wizard' or self.character == 'elementor' then
magic_hit1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
elseif self.character == 'swordsman' or self.character == 'barbarian' or self.character == 'juggernaut' or self.character == 'highlander' then
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
elseif self.character == 'blade' then
blade_hit1:play{pitch = random:float(0.9, 1.1), volume = 0.35}
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.2}
elseif self.character == 'saboteur' or self.character == 'pyromancer' then
if self.character == 'pyromancer' then pyro2:play{pitch = random:float(0.95, 1.05), volume = 0.4} end
_G[random:table{'saboteur_hit1', 'saboteur_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.2}
elseif self.character == 'cannoneer' then
_G[random:table{'saboteur_hit1', 'saboteur_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.075}
end
if self.stun then
enemy:slow(0.1, self.stun)
enemy.barbarian_stunned = true
enemy.t:after(self.stun, function() enemy.barbarian_stunned = false end)
end
if self.juggernaut_push then
local r = self.parent:angle_to_object(enemy)
enemy:push(random:float(75, 100)*(self.knockback_m or 1), r)
enemy.juggernaut_push = 3*self.dmg
end
end
if self.parent.void_rift and table.any(self.parent.classes, function(v) return v == 'mage' or v == 'nuker' or v == 'voider' end) then
if random:bool(20) then
DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.parent.area_size_m*24, color = self.color, dmg = self.parent.area_dmg_m*self.dmg*(self.parent.dot_dmg_m or 1), void_rift = true, duration = 1, parent = self.parent}
end
end
self.color = fg[0]
self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08)
self.w = 0
self.hidden = false
self.t:tween(0.05, self, {w = args.w}, math.cubic_in_out, function() self.spring:pull(0.15) end)
self.t:after(0.2, function()
self.color = args.color
self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)
end)
end
function Area:update(dt)
self:update_game_object(dt)
end
function Area:draw()
if self.hidden then return end
graphics.push(self.x, self.y, self.r, self.spring.x, self.spring.x)
local w = self.w/2
local w10 = self.w/10
local x1, y1 = self.x - w, self.y - w
local x2, y2 = self.x + w, self.y + w
local lw = math.remap(w, 32, 256, 2, 4)
graphics.polyline(self.color, lw, x1, y1 + w10, x1, y1, x1 + w10, y1)
graphics.polyline(self.color, lw, x2 - w10, y1, x2, y1, x2, y1 + w10)
graphics.polyline(self.color, lw, x2 - w10, y2, x2, y2, x2, y2 - w10)
graphics.polyline(self.color, lw, x1, y2 - w10, x1, y2, x1 + w10, y2)
graphics.rectangle((x1+x2)/2, (y1+y2)/2, x2-x1, y2-y1, nil, nil, self.color_transparent)
graphics.pop()
end
DotArea = Object:extend()
DotArea:implement(GameObject)
function DotArea:init(args)
self:init_game_object(args)
self.shape = Circle(self.x, self.y, self.rs)
if self.character == 'plague_doctor' or self.character == 'pyromancer' then
self.t:every(0.2, function()
local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
if #enemies > 0 then self.spring:pull(0.05, 200, 10) end
for _, enemy in ipairs(enemies) do
hit2:play{pitch = random:float(0.8, 1.2), volume = 0.2}
if self.character == 'pyromancer' then
pyro1:play{pitch = random:float(1.5, 1.8), volume = 0.1}
if self.level == 3 then
enemy.pyrod = self
end
end
enemy:hit((self.dot_dmg_m or 1)*self.dmg/5, self)
HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1}
for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end
for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end
end
end, nil, nil, 'dot')
elseif self.character == 'cryomancer' then
self.t:every(2, function()
local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
if #enemies > 0 then
self.spring:pull(0.15, 200, 10)
frost1:play{pitch = random:float(0.8, 1.2), volume = 0.4}
end
for _, enemy in ipairs(enemies) do
if self.level == 3 then
enemy:slow(0.4, 4)
end
enemy:hit((self.dot_dmg_m or 1)*2*self.dmg, self)
HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1}
for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end
for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end
end
end, nil, nil, 'dot')
elseif self.character == 'bane' then
if self.level == 3 then
self.t:every(0.5, function()
local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
if #enemies > 0 then
self.spring:pull(0.05, 200, 10)
buff1:play{pitch = random:float(0.8, 1.2), volume = 0.1}
end
for _, enemy in ipairs(enemies) do
enemy:curse('bane', 0.5*(self.hex_duration_m or 1))
if self.level == 3 then
enemy:slow(0.5, 0.5)
enemy:hit((self.dot_dmg_m or 1)*self.dmg/2)
HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1}
for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end
for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end
end
end
end, nil, nil, 'dot')
end
elseif self.void_rift then
self.t:every(0.2, function()
local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
if #enemies > 0 then self.spring:pull(0.05, 200, 10) end
for _, enemy in ipairs(enemies) do
hit2:play{pitch = random:float(0.8, 1.2), volume = 0.2}
enemy:hit((self.dot_dmg_m or 1)*self.dmg/5, self)
HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1}
for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end
for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end
end
end, nil, nil, 'dot')
end
self.color = fg[0]
self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08)
self.rs = 0
self.hidden = false
self.t:tween(0.05, self, {rs = args.rs}, math.cubic_in_out, function() self.spring:pull(0.15) end)
self.t:after(0.2, function() self.color = args.color end)
if self.duration and self.duration > 0.5 then
self.t:after(self.duration - 0.35, function()
self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)
end)
end
self.vr = 0
self.dvr = random:float(-math.pi/4, math.pi/4)
if self.void_rift then
self.dvr = random:table{random:float(-4*math.pi, -2*math.pi), random:float(2*math.pi, 4*math.pi)}
end
end
function DotArea:update(dt)
self:update_game_object(dt)
self.t:set_every_multiplier('dot', (main.current.chronomancer_dot or 1))
self.vr = self.vr + self.dvr*dt
if self.parent then
if (self.character == 'plague_doctor' and self.level == 3) or self.character == 'cryomancer' or self.character == 'pyromancer' then
self.x, self.y = self.parent.x, self.parent.y
self.shape:move_to(self.x, self.y)
end
end
end
function DotArea:draw()
if self.hidden then return end
graphics.push(self.x, self.y, self.r + self.vr, self.spring.x, self.spring.x)
-- graphics.circle(self.x, self.y, self.shape.rs + random:float(-1, 1), self.color, 2)
graphics.circle(self.x, self.y, self.shape.rs, self.color_transparent)
local lw = math.remap(self.shape.rs, 32, 256, 2, 4)
for i = 1, 4 do graphics.arc('open', self.x, self.y, self.shape.rs, (i-1)*math.pi/2 + math.pi/4 - math.pi/8, (i-1)*math.pi/2 + math.pi/4 + math.pi/8, self.color, lw) end
graphics.pop()
end
function DotArea:scale(v)
self.shape = Circle(self.x, self.y, (v or 1)*self.rs)
end
ForceArea = Object:extend()
ForceArea:implement(GameObject)
ForceArea:implement(Physics)
function ForceArea:init(args)
self:init_game_object(args)
self.shape = Circle(self.x, self.y, self.rs)
self.color = fg[0]
self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08)
self.rs = 0
self.hidden = false
self.t:tween(0.05, self, {rs = args.rs}, math.cubic_in_out, function() self.spring:pull(0.15) end)
self.t:after(0.2, function() self.color = args.color end)
self.vr = 0
self.dvr = random:table{random:float(-6*math.pi, -4*math.pi), random:float(4*math.pi, 6*math.pi)}
if self.character == 'psykino' then
elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5}
self.t:tween(2, self, {dvr = 0}, math.linear)
self.t:during(2, function()
local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
local t = self.t:get_during_elapsed_time('psykino')
for _, enemy in ipairs(enemies) do
enemy:apply_steering_force(600*(1-t), enemy:angle_to_point(self.x, self.y))
end
end, nil, 'psykino')
self.t:after(2 - 0.35, function()
self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)
if self.level == 3 then
elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5}
local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
for _, enemy in ipairs(enemies) do
enemy:hit(4*self.parent.dmg)
enemy:push(50*(self.knockback_m or 1), self:angle_to_object(enemy))
end
end
end)
end
end
function ForceArea:update(dt)
self:update_game_object(dt)
self.vr = self.vr + self.dvr*dt
end
function ForceArea:draw()
if self.hidden then return end
graphics.push(self.x, self.y, self.r + self.vr, self.spring.x, self.spring.x)
graphics.circle(self.x, self.y, self.shape.rs, self.color_transparent)
local lw = math.remap(self.shape.rs, 32, 256, 2, 4)
for i = 1, 4 do graphics.arc('open', self.x, self.y, self.shape.rs, (i-1)*math.pi/2 + math.pi/4 - math.pi/8, (i-1)*math.pi/2 + math.pi/4 + math.pi/8, self.color, lw) end
graphics.pop()
end
Tree = Object:extend()
Tree:implement(GameObject)
Tree:implement(Physics)
function Tree:init(args)
self:init_game_object(args)
self:set_as_rectangle(9, 9, 'static', 'player')
self:set_restitution(0.5)
self.hfx:add('hit', 1)
self.color = orange[0]
self.heal_sensor = Circle(self.x, self.y, args.rs)
self.vr = 0
self.dvr = random:float(-math.pi/4, math.pi/4)
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.color = fg[0]
self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08)
self.rs = 0
self.hidden = false
self.t:tween(0.05, self, {rs = args.rs}, math.cubic_in_out, function() self.spring:pull(0.15) end)
self.t:after(0.2, function() self.color = args.color end)
self.t:cooldown(3.33/(self.level == 3 and 2 or 1), function() return #self:get_objects_in_shape(self.heal_sensor, {Player}) > 0 end, function()
local n = n or random:int(3, 4)
for i = 1, n do HitParticle{group = main.current.effects, x = self.x, y = self.y, r = random:float(0, 2*math.pi), color = self.color} end
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
local units = self:get_objects_in_shape(self.heal_sensor, {Player})
if self.level == 3 then
local unit_1 = random:table_remove(units)
local unit_2 = random:table_remove(units)
if unit_1 then
unit_1:heal(0.2*unit_1.max_hp*(self.heal_effect_m or 1))
LightningLine{group = main.current.effects, src = self, dst = unit_1, color = green[0]}
end
if unit_2 then
unit_2:heal(0.2*unit_2.max_hp*(self.heal_effect_m or 1))
LightningLine{group = main.current.effects, src = self, dst = unit_2, color = green[0]}
end
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1}
else
local unit = random:table(units)
unit:heal(0.2*unit.max_hp*(self.heal_effect_m or 1))
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1}
LightningLine{group = main.current.effects, src = self, dst = unit, color = green[0]}
end
end)
self.t:after(10*(self.parent.conjurer_buff_m or 1), function()
self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)
end)
end
function Tree:update(dt)
self:update_game_object(dt)
self.vr = self.vr + self.dvr*dt
end
function Tree:draw()
if self.hidden then return end
graphics.push(self.x, self.y, math.pi/4, self.spring.x, self.spring.x)
graphics.rectangle(self.x, self.y, 1.5*self.shape.w, 4, 2, 2, self.hfx.hit.f and fg[0] or self.color)
graphics.rectangle(self.x, self.y, 4, 1.5*self.shape.h, 2, 2, self.hfx.hit.f and fg[0] or self.color)
graphics.pop()
graphics.push(self.x, self.y, self.r + self.vr, self.spring.x, self.spring.x)
-- graphics.circle(self.x, self.y, self.shape.rs + random:float(-1, 1), self.color, 2)
graphics.circle(self.x, self.y, self.heal_sensor.rs, self.color_transparent)
local lw = math.remap(self.heal_sensor.rs, 32, 256, 2, 4)
for i = 1, 4 do graphics.arc('open', self.x, self.y, self.heal_sensor.rs, (i-1)*math.pi/2 + math.pi/4 - math.pi/8, (i-1)*math.pi/2 + math.pi/4 + math.pi/8, self.color, lw) end
graphics.pop()
end
Turret = Object:extend()
Turret:implement(GameObject)
Turret:implement(Physics)
function Turret:init(args)
self:init_game_object(args)
self:set_as_rectangle(14, 6, 'static', 'player')
self:set_restitution(0.5)
self.hfx:add('hit', 1)
self.color = orange[0]
self.attack_sensor = Circle(self.x, self.y, 256)
turret_deploy:play{pitch = 1.2, volume = 0.2}
self.t:every({3.5, 4.5}, function()
self.t:every({0.1, 0.2}, function()
self.hfx:use('hit', 0.25, 200, 10)
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(self.r), y = self.y + 0.8*self.shape.w*math.sin(self.r), rs = 6}
local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(self.r), y = self.y + 1.6*self.shape.w*math.sin(self.r), v = 200, r = self.r, color = self.color,
dmg = self.parent.dmg*(self.parent.conjurer_buff_m or 1)*self.upgrade_dmg_m, character = self.parent.character, parent = self.parent}
Projectile(table.merge(t, mods or {}))
turret1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
turret2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
end, 3)
end, nil, nil, 'shoot')
self.t:after(24*(self.parent.conjurer_buff_m or 1), function()
local n = n or random:int(3, 4)
for i = 1, n do HitParticle{group = main.current.effects, x = self.x, y = self.y, r = random:float(0, 2*math.pi), color = self.color} end
HitCircle{group = main.current.effects, x = self.x, y = self.y}:scale_down()
self.dead = true
end)
self.upgrade_dmg_m = 1
self.upgrade_aspd_m = 1
end
function Turret:update(dt)
self:update_game_object(dt)
self.t:set_every_multiplier('shoot', 1/self.upgrade_aspd_m)
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then
self:rotate_towards_object(closest_enemy, 0.2)
self.r = self:get_angle()
end
end
function Turret: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, 3, 3, self.hfx.hit.f and fg[0] or self.color)
graphics.pop()
end
function Turret:upgrade()
self.upgrade_dmg_m = self.upgrade_dmg_m + 1
self.upgrade_aspd_m = self.upgrade_aspd_m + 1
for i = 1, 6 do HitParticle{group = main.current.effects, x = self.x, y = self.y, r = random:float(0, 2*math.pi), color = self.color} end
HitCircle{group = main.current.effects, x = self.x, y = self.y}:scale_down()
end
Pet = Object:extend()
Pet:implement(GameObject)
Pet:implement(Physics)
function Pet:init(args)
self:init_game_object(args)
self:set_as_rectangle(8, 8, 'dynamic', 'projectile')
self:set_restitution(0.5)
self.hfx:add('hit', 1)
self.color = character_colors.hunter
self.pierce = 6
pet1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
self.ricochet = 1
end
function Pet:update(dt)
self:update_game_object(dt)
self:set_angle(self.r)
self:move_along_angle(self.v, self.r)
end
function Pet: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, 3, 3, self.hfx.hit.f and fg[0] or self.color)
graphics.pop()
end
function Pet: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
local 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()
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
if self.parent.level == 3 and self.ricochet > 0 then
local r = Unit.bounce(self, nx, ny)
self.r = r
self.ricochet = self.ricochet - 1
else
self.dead = true
end
end
end
function Pet:on_trigger_enter(other)
if table.any(main.current.enemies, function(v) return other:is(v) end) then
if self.pierce <= 0 then
camera:shake(2, 0.5)
other:hit(self.parent.dmg*(self.conjurer_buff_m or 1))
other:push(35*(self.knockback_m or 1), self:angle_to_object(other))
self.dead = true
local n = 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()
else
camera:shake(2, 0.5)
other:hit(self.parent.dmg*(self.conjurer_buff_m or 1))
other:push(35*(self.knockback_m or 1), self:angle_to_object(other))
self.pierce = self.pierce - 1
end
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
elseif self.character == 'blade' then
self.hfx:use('hit', 0.25)
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1}
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color}
HitParticle{group = main.current.effects, x = self.x, y = self.y, color = other.color}
end
end
Saboteur = Object:extend()
Saboteur:implement(GameObject)
Saboteur:implement(Physics)
Saboteur:implement(Unit)
function Saboteur:init(args)
self:init_game_object(args)
self:init_unit()
self:set_as_rectangle(8, 8, 'dynamic', 'player')
self:set_restitution(0.5)
self.color = character_colors.saboteur
self.character = 'saboteur'
self.classes = character_classes.saboteur
self:calculate_stats(true)
self:set_as_steerable(self.v, 2000, 4*math.pi, 4)
_G[random:table{'saboteur1', 'saboteur2', 'saboteur3'}]:play{pitch = random:float(0.8, 1.2), volume = 0.2}
self.target = random:table(self.group:get_objects_by_classes(main.current.enemies))
self.actual_dmg = get_character_stat('saboteur', self.level, 'dmg')
end
function Saboteur:update(dt)
self:update_game_object(dt)
self:calculate_stats()
if not self.target then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end
if self.target and self.target.dead then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end
if not self.target then
self:seek_point(gw/2, gh/2)
self:rotate_towards_velocity(0.5)
self.r = self:get_angle()
else
self:seek_point(self.target.x, self.target.y)
self:rotate_towards_velocity(0.5)
self.r = self:get_angle()
end
end
function Saboteur: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, 3, 3, self.hfx.hit.f and fg[0] or self.color)
graphics.pop()
end
function Saboteur:on_collision_enter(other, contact)
if table.any(main.current.enemies, function(v) return other:is(v) end) then
camera:shake(4, 0.5)
local t = {group = main.current.effects, x = self.x, y = self.y, r = self.r, w = (self.crit and 1.5 or 1)*self.area_size_m*64, color = self.color,
dmg = (self.crit and 2 or 1)*self.area_dmg_m*self.actual_dmg*(self.conjurer_buff_m or 1), character = self.character, parent = self.parent}
Area(table.merge(t, mods or {}))
self.dead = true
end
end
Critter = Object:extend()
Critter:implement(GameObject)
Critter:implement(Physics)
Critter:implement(Unit)
function Critter:init(args)
self:init_game_object(args)
self:init_unit()
self:set_as_rectangle(7, 4, 'dynamic', 'player')
self:set_restitution(0.5)
self.classes = {'enemy_critter'}
self.color = orange[0]
self:calculate_stats(true)
self:set_as_steerable(self.v, 400, math.pi, 1)
self:push(args.v, args.r)
self.invulnerable = true
self.t:after(0.5, function() self.invulnerable = false end)
self.dmg = args.dmg or self.parent.dmg
self.hp = 1 + ((main.current.swarmer_level == 2 and 3) or (main.current.swarmer_level == 1 and 1) or 0) + (self.parent.spawning_pool and 1 or 0) + (self.parent.hive and 2 or 0)
end
function Critter:update(dt)
self:update_game_object(dt)
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
if not self.target then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end
if self.target and self.target.dead then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end
if not self.target then
self:seek_point(gw/2, gh/2)
self:wander(50, 200, 50)
self:rotate_towards_velocity(1)
self:steering_separate(8, {Critter})
else
self:seek_point(self.target.x, self.target.y)
self:wander(50, 200, 50)
self:rotate_towards_velocity(1)
self:steering_separate(8, {Critter})
end
end
self.r = self:get_angle()
end
function Critter: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 Critter:hit(damage)
if self.dead or self.invulnerable then return end
self.hfx:use('hit', 0.25, 200, 10)
self.hp = self.hp - 1
-- self:show_hp()
if self.hp <= 0 then self:die() end
end
function Critter: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 Critter: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 Critter: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 Critter:on_trigger_enter(other, contact)
if other:is(Seeker) then
critter2:play{pitch = random:float(0.65, 0.85), volume = 0.1}
self:hit(1)
other:hit(self.dmg, self)
end
end