677 lines
26 KiB
Lua
677 lines
26 KiB
Lua
Seeker = Object:extend()
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Seeker:implement(GameObject)
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Seeker:implement(Physics)
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Seeker:implement(Unit)
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function Seeker:init(args)
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self:init_game_object(args)
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self:init_unit()
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if self.boss then
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self:set_as_rectangle(18, 7, 'dynamic', 'enemy')
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self:set_restitution(0.5)
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self.classes = {'mini_boss'}
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self:calculate_stats(true)
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self:set_as_steerable(self.v, 1000, 2*math.pi, 2)
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if self.boss == 'speed_booster' then
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self.color = green[0]:clone()
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self.t:every(5, function()
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local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 128), main.current.enemies)
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if #enemies > 0 then
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buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1}
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for _, enemy in ipairs(enemies) do
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LightningLine{group = main.current.effects, src = self, dst = enemy, color = green[0]}
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enemy:speed_boost(3 + self.level*0.1)
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end
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end
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end)
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elseif self.boss == 'forcer' then
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self.color = yellow[0]:clone()
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self.t:every(6, function()
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local enemies = main.current.main:get_objects_by_classes(main.current.enemies)
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local x, y = 0, 0
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if #enemies > 0 then
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for _, enemy in ipairs(enemies) do
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x = x + enemy.x
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y = y + enemy.y
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end
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x = x/#enemies
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y = y/#enemies
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else
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x, y = player.x, player.y
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end
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self.px, self.py = x + random:float(-16, 16), y + random:float(-16, 16)
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self.pull_sensor = Circle(self.px, self.py, 160)
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self.prs = 0
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self.t:tween(0.05, self, {prs = 4}, math.cubic_in_out, function() self.spring:pull(0.15) end)
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self.t:after(2 - 0.05*7, function()
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self.t:every_immediate(0.05, function() self.phidden = not self.phidden end, 7)
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end)
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self.color_transparent = Color(yellow[0].r, yellow[0].g, yellow[0].b, 0.08)
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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))
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self.vr = 0
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self.dvr = random:float(-math.pi/4, math.pi/4)
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force1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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self.t:during(2, function(dt)
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local enemies = self:get_objects_in_shape(self.pull_sensor, main.current.enemies)
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for _, enemy in ipairs(enemies) do
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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))
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end
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self.vr = self.vr + self.dvr*dt
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end, function()
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wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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local enemies = self:get_objects_in_shape(self.pull_sensor, main.current.enemies)
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for _, enemy in ipairs(enemies) do
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enemy:push(random:float(40, 80), enemy:angle_to_object(main.current.player), true)
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end
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self.px, self.py = nil, nil
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end)
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end)
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elseif self.boss == 'swarmer' then
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self.color = purple[0]:clone()
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self.t:every(4, function()
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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)
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local enemy = random:table(enemies)
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if enemy then
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HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = purple[0], duration = 0.1}
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LightningLine{group = main.current.effects, src = self, dst = enemy, color = purple[0]}
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enemy:hit(10000)
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critter1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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critter3:play{pitch = random:float(0.95, 1.05), volume = 0.6}
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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
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end
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end)
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elseif self.boss == 'exploder' then
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self.color = blue[0]:clone()
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self.t:every(4, function()
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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)
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local enemy = random:table(enemies)
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if enemy then
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HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = blue[0], duration = 0.1}
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LightningLine{group = main.current.effects, src = self, dst = enemy, color = blue[0]}
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enemy:hit(10000)
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shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
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for i = 1, 16 do EnemyProjectile{group = main.current.main, x = enemy.x, y = enemy.y, color = blue[0], r = (i-1)*math.pi/8, v = 150 + 5*enemy.level, dmg = 2*enemy.dmg} end
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end
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end)
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elseif self.boss == 'randomizer' then
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self.t:every_immediate(0.07, function() self.color = _G[random:table{'green', 'purple', 'yellow', 'blue'}][0]:clone() end)
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self.t:every(2, function()
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local attack = random:table{'explode', 'swarm', 'force', 'speed_boost'}
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if attack == 'explode' then
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local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 128), {Seeker})
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local enemy = random:table(enemies)
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if enemy then
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HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = blue[0], duration = 0.1}
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LightningLine{group = main.current.effects, src = self, dst = enemy, color = blue[0]}
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enemy:hit(10000)
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shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
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for i = 1, 16 do EnemyProjectile{group = main.current.main, x = enemy.x, y = enemy.y, color = blue[0], r = (i-1)*math.pi/8, v = 150 + 5*enemy.level, dmg = 2*enemy.dmg} end
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end
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elseif attack == 'swarm' then
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local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 128), {Seeker})
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local enemy = random:table(enemies)
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if enemy then
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HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = purple[0], duration = 0.1}
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LightningLine{group = main.current.effects, src = self, dst = enemy, color = purple[0]}
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enemy:hit(10000)
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critter1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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critter3:play{pitch = random:float(0.95, 1.05), volume = 0.6}
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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
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end
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elseif attack == 'force' then
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local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 64), {Seeker})
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if #enemies > 0 then
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wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = yellow[0], duration = 0.1}
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for _, enemy in ipairs(enemies) do
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LightningLine{group = main.current.effects, src = self, dst = enemy, color = yellow[0]}
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enemy:push(random:float(40, 80), enemy:angle_to_object(main.current.player), true)
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end
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end
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elseif attack == 'speed_boost' then
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local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 128), {Seeker})
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if #enemies > 0 then
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buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1}
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for _, enemy in ipairs(enemies) do
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LightningLine{group = main.current.effects, src = self, dst = enemy, color = green[0]}
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enemy:speed_boost(3 + self.level*0.1)
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end
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end
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end
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end)
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end
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else
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self:set_as_rectangle(14, 6, 'dynamic', 'enemy')
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self:set_restitution(0.5)
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self.color = red[0]:clone()
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self.classes = {'seeker'}
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self:calculate_stats(true)
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self:set_as_steerable(self.v, 2000, 4*math.pi, 4)
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end
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--[[
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if random:bool(35) then
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local n = random:int(1, 3)
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self.speed_booster = n == 1
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self.exploder = n == 2
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self.headbutter = n == 3
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end
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]]--
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if self.speed_booster then
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self.color = green[0]:clone()
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self.area_sensor = Circle(self.x, self.y, 128)
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elseif self.exploder then
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self.color = blue[0]:clone()
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elseif self.headbutter then
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self.color = orange[0]:clone()
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self.last_headbutt_time = 0
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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()
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if self.headbutt_charging or self.headbutting then return end
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self.headbutt_charging = true
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self.t:tween(2, self.color, {r = fg[0].r, b = fg[0].b, g = fg[0].g}, math.cubic_in_out, function()
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self.t:tween(0.25, self.color, {r = orange[0].r, b = orange[0].b, g = orange[0].g}, math.linear)
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self.headbutt_charging = false
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headbutt1:play{pitch = random:float(0.95, 1.05), volume = 0.2}
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self.headbutting = true
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self.last_headbutt_time = love.timer.getTime()
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self:set_damping(0)
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self:apply_steering_impulse(300, self:angle_to_object(main.current.player), 0.75)
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self.t:after(0.75, function()
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self.headbutting = false
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end)
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end)
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end)
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elseif self.tank then
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self.color = yellow[0]:clone()
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self.buff_hp_m = 1.5 + (0.05*self.level)
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self:calculate_stats()
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self.hp = self.max_hp
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elseif self.shooter then
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self.color = fg[0]:clone()
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self.t:after({2, 4}, function()
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self.shooting = true
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self.t:every({3, 5}, function()
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for i = 1, 3 do
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self.t:after((1 - self.level*0.01)*0.15*(i-1), function()
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shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.1}
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self.hfx:use('hit', 0.25, 200, 10, 0.1)
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local r = self.r
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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}
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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, dmg = 2*self.dmg}
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end)
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end
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end, nil, nil, 'shooter')
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end)
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elseif self.spawner then
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self.color = purple[0]:clone()
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end
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end
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function Seeker:update(dt)
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self:update_game_object(dt)
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if main.current.mage_level == 2 then self.buff_def_a = -30
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elseif main.current.mage_level == 1 then self.buff_def_a = -15
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else self.buff_def_a = 0 end
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if self.speed_boosting then
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local n = math.remap(love.timer.getTime() - self.speed_boosting, 0, 3, 1, 0.5)
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self.speed_boosting_mvspd_m = (3 + 0.1*self.level)*n
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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
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self.color.r = math.remap(n, 1, 0.5, green[0].r, red[0].r)
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self.color.g = math.remap(n, 1, 0.5, green[0].g, red[0].g)
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self.color.b = math.remap(n, 1, 0.5, green[0].b, red[0].b)
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end
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else self.speed_boosting_mvspd_m = 1 end
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if self.slowed then self.slow_mvspd_m = self.slowed
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else self.slow_mvspd_m = 1 end
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self.buff_mvspd_m = (self.speed_boosting_mvspd_m or 1)*(self.slow_mvspd_m or 1)
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self:calculate_stats()
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self.stun_dmg_m = (self.barbarian_stunned and 2 or 1)
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self.bane_dmg_m = (self.baned and 1.5 or 1)
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if self.shooter then
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self.t:set_every_multiplier('shooter', (1 - self.level*0.02))
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end
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if self.being_pushed then
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local v = math.length(self:get_velocity())
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if v < 25 then
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if self.push_invulnerable then self.push_invulnerable = false end
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self.being_pushed = false
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self.steering_enabled = true
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self.juggernaut_push = false
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self.launcher_push = false
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self:set_damping(0)
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self:set_angular_damping(0)
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end
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else
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if self.headbutt_charging or self.shooting then
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self:set_damping(10)
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self:rotate_towards_object(main.current.player, 0.5)
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elseif not self.headbutting then
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local player = main.current.player
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if self.boss then
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local enemies = main.current.main:get_objects_by_classes(main.current.enemies)
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local x, y = 0, 0
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if #enemies > 0 then
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for _, enemy in ipairs(enemies) do
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x = x + enemy.x
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y = y + enemy.y
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end
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x = x/#enemies
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y = y/#enemies
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else
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x, y = player.x, player.y
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end
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self:seek_point(x, y)
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self:wander(10, 250, 3)
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else
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self:seek_point(player.x, player.y)
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self:wander(50, 100, 20)
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end
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self:steering_separate(16, main.current.enemies)
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self:rotate_towards_velocity(0.5)
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end
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end
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self.r = self:get_angle()
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if self.area_sensor then self.area_sensor:move_to(self.x, self.y) end
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end
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function Seeker:draw()
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graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x)
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if self.boss then
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graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.hfx.hit.f and fg[0] or self.color)
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else
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graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, self.hfx.hit.f and fg[0] or self.color)
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end
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graphics.pop()
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if self.px and self.py then
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if self.phidden then return end
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graphics.push(self.px, self.py, self.vr, self.spring.x, self.spring.x)
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graphics.circle(self.px, self.py, self.prs + random:float(-1, 1), yellow[0])
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graphics.circle(self.px, self.py, self.pull_sensor.rs, self.color_transparent)
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local lw = math.remap(self.pull_sensor.rs, 32, 256, 2, 4)
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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
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graphics.pop()
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end
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end
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function Seeker:on_collision_enter(other, contact)
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local x, y = contact:getPositions()
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if other:is(Wall) then
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self.hfx:use('hit', 0.15, 200, 10, 0.1)
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self:bounce(contact:getNormal())
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if self.juggernaut_push then
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self:hit(self.juggernaut_push)
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hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
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end
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if self.launcher_push then
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self:hit(self.launcher_push)
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hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
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end
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elseif table.any(main.current.enemies, function(v) return other:is(v) end) then
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if self.being_pushed and math.length(self:get_velocity()) > 60 then
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other:hit(math.floor(self.push_force/4))
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self:hit(math.floor(self.push_force/2))
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other:push(math.floor(self.push_force/2), other:angle_to_object(self))
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HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1}
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for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end
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hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
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elseif self.headbutting then
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other:push(math.length(self:get_velocity())/4, other:angle_to_object(self))
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HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1}
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for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end
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hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
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end
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elseif other:is(Turret) then
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_G[random:table{'player_hit1', 'player_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.35}
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self:hit(0)
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self:push(random:float(2.5, 7), other:angle_to_object(self))
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end
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end
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function Seeker:hit(damage, projectile)
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local pyrod = self.pyrod
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self.pyrod = false
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if self.dead then return end
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self.hfx:use('hit', 0.25, 200, 10)
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if self.push_invulnerable then return end
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self:show_hp()
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local actual_damage = self:calculate_damage(damage)*self.stun_dmg_m*self.bane_dmg_m
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self.hp = self.hp - actual_damage
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main.current.damage_dealt = main.current.damage_dealt + actual_damage
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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}
|
|
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)
|
|
main.current:enemy_killed()
|
|
_G[random:table{'enemy_die1', 'enemy_die2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.5}
|
|
|
|
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()
|
|
for i = 1, 16 do
|
|
EnemyProjectile{group = main.current.main, x = self.x, y = self.y, color = blue[0], r = (i-1)*math.pi/8, 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}
|
|
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}
|
|
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)
|
|
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 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.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)
|
|
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.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
|
|
|
|
|
|
|
|
|
|
EnemyProjectile = Object:extend()
|
|
EnemyProjectile:implement(GameObject)
|
|
EnemyProjectile:implement(Physics)
|
|
function EnemyProjectile:init(args)
|
|
self:init_game_object(args)
|
|
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
|