SNKRX/objects.lua

260 lines
8.4 KiB
Lua

WallKnife = Object:extend()
WallKnife:implement(GameObject)
WallKnife:implement(Physics)
function WallKnife:init(args)
self:init_game_object(args)
self:set_as_rectangle(10, 4, 'dynamic', 'projectile')
self.hfx:add('hit', 1)
self.hfx:use('hit', 0.25)
self.t:tween({0.8, 1.6}, self, {v = 0}, math.linear, function()
self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)
end)
self.vr = self.r
self.dvr = random:table{random:float(-8*math.pi, -4*math.pi), random:float(4*math.pi, 8*math.pi)}
end
function WallKnife:update(dt)
self:update_game_object(dt)
self:set_angle(self.r)
self:move_along_angle(self.v, self.r)
self.vr = self.vr + self.dvr*dt
end
function WallKnife:draw()
if self.hidden then return end
graphics.push(self.x, self.y, self.vr, 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
WallArrow = Object:extend()
WallArrow:implement(GameObject)
function WallArrow:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, 10, 4)
self.hfx:add('hit', 1)
self.hfx:use('hit', 0.25)
self.t:after({0.8, 2}, function()
self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)
end)
end
function WallArrow:update(dt)
self:update_game_object(dt)
end
function WallArrow:draw()
if self.hidden then return end
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
Unit = Object:extend()
function Unit:init_unit()
self.hfx:add('hit', 1)
self.hfx:add('shoot', 1)
self.hp_bar = HPBar{group = main.current.effects, parent = self}
self.heal_bar = HealBar{group = main.current.effects, parent = self}
end
function Unit:bounce(nx, ny)
local vx, vy = self:get_velocity()
if nx == 0 then
self:set_velocity(vx, -vy)
self.r = 2*math.pi - self.r
end
if ny == 0 then
self:set_velocity(-vx, vy)
self.r = math.pi - self.r
end
return self.r
end
function Unit:show_hp(n)
self.hp_bar.hidden = false
self.t:after(n or 2, function() self.hp_bar.hidden = true end, 'hp_bar')
end
function Unit:show_heal(n)
self.heal_bar.hidden = false
self.t:after(n or 4, function() self.heal_bar.hidden = true end, 'heal_bar')
end
function Unit:calculate_damage(dmg)
if self.def >= 0 then dmg = dmg*(100/(100+self.def))
else dmg = dmg*(2 - 100/(100+self.def)) end
return dmg
end
function Unit:calculate_stats(first_run)
self.base_hp = 100
self.base_dmg = 10
self.base_aspd_m = 1
self.base_area_dmg_m = 1
self.base_area_size_m = 1
self.base_def = 25
self.base_mvspd = 75
self.class_hp_a = 0
self.class_dmg_a = 0
self.class_def_a = 0
self.class_mvspd_a = 0
self.class_hp_m = 1
self.class_dmg_m = 1
self.class_aspd_m = 1
self.class_area_dmg_m = 1
self.class_area_size_m = 1
self.class_def_m = 1
self.class_mvspd_m = 1
self.buff_hp_a = 0
self.buff_dmg_a = 0
self.buff_def_a = 0
self.buff_mvspd_a = 0
self.buff_hp_m = 1
self.buff_dmg_m = 1
self.buff_aspd_m = 1
self.buff_area_dmg_m = 1
self.buff_area_size_m = 1
self.buff_def_m = 1
self.buff_mvspd_m = 1
for _, class in ipairs(self.classes) do
if class == 'warrior' then self.class_hp_m = self.class_hp_m*1.4
elseif class == 'mage' then self.class_hp_m = self.class_hp_m*0.6
elseif class == 'healer' then self.class_hp_m = self.class_hp_m*1.2
elseif class == 'nuker' then self.class_hp_m = self.class_hp_m*0.9
elseif class == 'rogue' then self.class_hp_m = self.class_hp_m*0.8
elseif class == 'enchanter' then self.class_hp_m = self.class_hp_m*1.2
elseif class == 'psy' then self.class_hp_m = self.class_hp_m*1.5
elseif class == 'seeker' then self.class_hp_m = self.class_hp_m*0.5 end
end
self.max_hp = (self.base_hp + self.class_hp_a + self.buff_hp_a)*self.class_hp_m*self.buff_hp_m
if first_run then self.hp = self.max_hp end
for _, class in ipairs(self.classes) do
if class == 'warrior' then self.class_dmg_m = self.class_dmg_m*1.1
elseif class == 'ranger' then self.class_dmg_m = self.class_dmg_m*1.2
elseif class == 'rogue' then self.class_dmg_m = self.class_dmg_m*1.3
elseif class == 'mage' then self.class_dmg_m = self.class_dmg_m*1.4 end
end
self.dmg = (self.base_dmg + self.class_dmg_a + self.buff_dmg_a)*self.class_dmg_m*self.buff_dmg_m
for _, class in ipairs(self.classes) do
if class == 'warrior' then self.class_aspd_m = self.class_aspd_m*0.9
elseif class == 'ranger' then self.class_aspd_m = self.class_aspd_m*1.5
elseif class == 'healer' then self.class_aspd_m = self.class_aspd_m*0.5
elseif class == 'rogue' then self.class_aspd_m = self.class_aspd_m*1.1
elseif class == 'nuker' then self.class_aspd_m = self.class_aspd_m*0.75 end
end
self.aspd_m = 1/(self.base_aspd_m*self.class_aspd_m*self.buff_aspd_m)
for _, class in ipairs(self.classes) do
if class == 'mage' then self.class_area_dmg_m = self.class_area_dmg_m*1.25
elseif class == 'nuker' then self.class_area_dmg_m = self.class_area_dmg_m*1.5
elseif class == 'rogue' then self.class_area_dmg_m = self.class_area_dmg_m*0.6 end
end
self.area_dmg_m = self.base_area_dmg_m*self.class_area_dmg_m*self.buff_area_dmg_m
for _, class in ipairs(self.classes) do
if class == 'mage' then self.class_area_size_m = self.class_area_size_m*1.2
elseif class == 'nuker' then self.class_area_size_m = self.class_area_size_m*1.3
elseif class == 'rogue' then self.class_area_size_m = self.class_area_size_m*0.6 end
end
self.area_size_m = self.base_area_size_m*self.class_area_size_m*self.buff_area_size_m
for _, class in ipairs(self.classes) do
if class == 'warrior' then self.class_def_m = self.class_def_m*1.25
elseif class == 'ranger' then self.class_def_m = self.class_def_m*0.9
elseif class == 'mage' then self.class_def_m = self.class_def_m*0.75
elseif class == 'rogue' then self.class_def_m = self.class_def_m*0.8
elseif class == 'enchanter' then self.class_def_m = self.class_def_m*1.2
elseif class == 'psy' then self.class_def_m = self.class_def_m*0.5
elseif class == 'healer' then self.class_def_m = self.class_def_m*1.2 end
end
self.def = (self.base_def + self.class_def_a + self.buff_def_a)*self.class_def_m*self.buff_def_m
for _, class in ipairs(self.classes) do
if class == 'warrior' then self.class_mvspd_m = self.class_mvspd_m*0.9
elseif class == 'ranger' then self.class_mvspd_m = self.class_mvspd_m*1.2
elseif class == 'rogue' then self.class_mvspd_m = self.class_mvspd_m*1.4
elseif class == 'enchanter' then self.class_mvspd_m = self.class_mvspd_m*1.2
elseif class == 'seeker' then self.class_mvspd_m = self.class_mvspd_m*0.3 end
end
self.v = (self.base_mvspd + self.class_mvspd_a + self.buff_mvspd_a)*self.class_mvspd_m*self.buff_mvspd_m
end
HealBar = Object:extend()
HealBar:implement(GameObject)
HealBar:implement(Parent)
function HealBar:init(args)
self:init_game_object(args)
self.hidden = true
self.color = green[0]
self.color_transparent = Color(self.color.r, self.color.g, self.color.b, 0.2)
end
function HealBar:update(dt)
self:update_game_object(dt)
self:follow_parent_exclusively()
end
function HealBar:draw()
if self.hidden then return end
local p = self.parent
graphics.push(p.x, p.y, 0, p.hfx.hit.x, p.hfx.hit.x)
graphics.rectangle(p.x, p.y, 1.25*p.shape.w, 1.25*p.shape.h, 2, 2, self.color_transparent)
graphics.rectangle(p.x, p.y, 1.25*p.shape.w, 1.25*p.shape.h, 2, 2, self.color, 1)
graphics.pop()
end
HPBar = Object:extend()
HPBar:implement(GameObject)
HPBar:implement(Parent)
function HPBar:init(args)
self:init_game_object(args)
self.hidden = true
end
function HPBar:update(dt)
self:update_game_object(dt)
self:follow_parent_exclusively()
end
function HPBar:draw()
if self.hidden then return end
local p = self.parent
graphics.push(p.x, p.y, 0, p.hfx.hit.x, p.hfx.hit.x)
graphics.line(p.x - 0.5*p.shape.w, p.y - p.shape.h, p.x + 0.5*p.shape.w, p.y - p.shape.h, bg[-3], 2)
local n = math.remap(p.hp, 0, p.max_hp, 0, 1)
graphics.line(p.x - 0.5*p.shape.w, p.y - p.shape.h, p.x - 0.5*p.shape.w + n*p.shape.w, p.y - p.shape.h,
p.hfx.hit.f and fg[0] or ((p:is(Player) and green[0]) or (table.any(main.current.enemies, function(v) return p:is(v) end) and red[0])), 2)
graphics.pop()
end