264 lines
11 KiB
Lua
264 lines
11 KiB
Lua
require 'engine'
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require 'shared'
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require 'arena'
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require 'buy_screen'
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require 'objects'
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require 'player'
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require 'enemies'
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function init()
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shared_init()
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input:bind('move_left', {'a', 'left'})
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input:bind('move_right', {'d', 'right'})
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input:bind('move_up', {'w', 'up'})
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input:bind('move_down', {'s', 'down'})
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input:bind('enter', {'space', 'return'})
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local s = {tags = {sfx}}
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ui_switch = Sound('Switch.ogg', s)
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ui_transition = Sound('Wind Bolt 8.ogg', s)
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shoot1 = Sound('Shooting Projectile (Classic) 11.ogg', s)
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archer1 = Sound('Releasing Bow String 1.ogg', s)
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wizard1 = Sound('Wind Bolt 20.ogg', s)
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swordsman1 = Sound('Heavy sword woosh 1.ogg', s)
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swordsman2 = Sound('Heavy sword woosh 19.ogg', s)
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scout1 = Sound('Throwing Knife (Thrown) 3.ogg', s)
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scout2 = Sound('Throwing Knife (Thrown) 4.ogg', s)
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arrow_hit_wall1 = Sound('Arrow Impact wood 3.ogg', s)
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arrow_hit_wall2 = Sound('Arrow Impact wood 1.ogg', s)
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hit1 = Sound('Player Takes Damage 17.ogg', s)
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hit2 = Sound('Body Head (Headshot) 1.ogg', s)
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hit3 = Sound('Kick 16.ogg', s)
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proj_hit_wall1 = Sound('Player Takes Damage 2.ogg', s)
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enemy_die1 = Sound('Bloody punches 7.ogg', s)
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enemy_die2 = Sound('Bloody punches 10.ogg', s)
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magic_area1 = Sound('Fire bolt 10.ogg', s)
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magic_hit1 = Sound('Shadow Punch 1.ogg', s)
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magic_die1 = Sound('Magical Impact 27.ogg', s)
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knife_hit_wall1 = Sound('Shield Impacts Sword 1.ogg', s)
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blade_hit1 = Sound('Sword impact (Flesh) 2.ogg', s)
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player_hit1 = Sound('Body Fall 2.ogg', s)
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player_hit2 = Sound('Body Fall 18.ogg', s)
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player_hit_wall1 = Sound('Wood Heavy 5.ogg', s)
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pop1 = Sound('Pop sounds 10.ogg', s)
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heal1 = Sound('Buff 3.ogg', s)
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spawn1 = Sound('Buff 13.ogg', s)
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alert1 = Sound('Click.ogg', s)
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elementor1 = Sound('Wind Bolt 18.ogg', s)
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saboteur_hit1 = Sound('Explosion Flesh_01.ogg', s)
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saboteur_hit2 = Sound('Explosion Flesh_02.ogg', s)
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saboteur1 = Sound('Male Jump 1.ogg', s)
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saboteur2 = Sound('Male Jump 2.ogg', s)
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saboteur3 = Sound('Male Jump 3.ogg', s)
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spark1 = Sound('Spark 1.ogg', s)
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spark2 = Sound('Spark 2.ogg', s)
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spark3 = Sound('Spark 3.ogg', s)
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stormweaver1 = Sound('Buff 8.ogg', s)
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cannoneer1 = Sound('Cannon shots 1.ogg', s)
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cannoneer2 = Sound('Cannon shots 7.ogg', s)
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cannon_hit_wall1 = Sound('Cannon impact sounds (Hitting ship) 4.ogg', s)
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pet1 = Sound('Wolf barks 5.ogg', s)
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turret1 = Sound('Sci Fi Machine Gun 7.ogg', s)
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turret2 = Sound('Sniper Shot_09.ogg', s)
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turret_hit_wall1 = Sound('Concrete 6.ogg', s)
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turret_hit_wall2 = Sound('Concrete 7.ogg', s)
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turret_deploy = Sound('321215__hybrid-v__sci-fi-weapons-deploy.ogg', s)
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rogue_crit1 = Sound('Dagger Stab (Flesh) 4.ogg', s)
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rogue_crit2 = Sound('Sword hits another sword 6.ogg', s)
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warrior = Image('warrior')
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ranger = Image('ranger')
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healer = Image('healer')
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mage = Image('mage')
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rogue = Image('rogue')
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nuker = Image('nuker')
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conjurer = Image('conjurer')
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enchanter = Image('enchanter')
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psy = Image('psy')
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class_colors = {
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['warrior'] = yellow[0],
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['ranger'] = green[0],
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['healer'] = green[0],
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['conjurer'] = yellow[0],
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['mage'] = blue[0],
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['nuker'] = blue[0],
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['rogue'] = red[0],
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['enchanter'] = red[0],
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['psy'] = fg[0],
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}
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class_color_strings = {
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['warrior'] = 'yellow',
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['ranger'] = 'green',
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['healer'] = 'green',
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['conjurer'] = 'yellow',
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['mage'] = 'blue',
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['nuker'] = 'blue',
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['rogue'] = 'red',
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['enchanter'] = 'red',
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['psy'] = 'fg',
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}
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character_colors = {
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['vagrant'] = fg[0],
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['swordsman'] = yellow[0],
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['wizard'] = blue[0],
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['archer'] = green[0],
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['scout'] = red[0],
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['cleric'] = green[0],
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['outlaw'] = red[0],
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['blade'] = yellow[0],
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['elementor'] = blue[0],
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['saboteur'] = red[0],
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['stormweaver'] = red[0],
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['sage'] = blue[0],
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['squire'] = yellow[0],
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['cannoneer'] = green[0],
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['dual_gunner'] = green[0],
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['hunter'] = green[0],
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['chronomancer'] = blue[0],
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['spellblade'] = blue[0],
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['psykeeper'] = fg[0],
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['engineer'] = yellow[0],
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}
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character_color_strings = {
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['vagrant'] = 'fg',
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['swordsman'] = 'yellow',
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['wizard'] = 'blue',
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['archer'] = 'green',
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['scout'] = 'red',
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['cleric'] = 'green',
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['outlaw'] = 'red',
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['blade'] = 'yellow',
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['elementor'] = 'blue',
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['saboteur'] = 'red',
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['stormweaver'] = 'red',
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['sage'] = 'blue',
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['squire'] = 'yellow',
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['cannoneer'] = 'green',
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['dual_gunner'] = 'green',
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['hunter'] = 'green',
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['chronomancer'] = 'blue',
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['spellblade'] = 'blue',
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['psykeeper'] = 'fg',
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['engineer'] = 'yellow',
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}
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character_classes = {
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['vagrant'] = {'ranger', 'warrior', 'psy'},
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['swordsman'] = {'warrior'},
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['wizard'] = {'mage'},
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['archer'] = {'ranger'},
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['scout'] = {'rogue'},
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['cleric'] = {'healer'},
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['outlaw'] = {'warrior', 'rogue'},
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['blade'] = {'warrior', 'nuker'},
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['elementor'] = {'mage', 'nuker'},
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['saboteur'] = {'rogue', 'conjurer', 'nuker'},
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['stormweaver'] = {'enchanter'},
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['sage'] = {'mage', 'nuker'},
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['squire'] = {'warrior', 'healer', 'enchanter'},
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['cannoneer'] = {'ranger', 'nuker'},
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['dual_gunner'] = {'ranger', 'rogue'},
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['hunter'] = {'ranger', 'conjurer'},
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['chronomancer'] = {'mage', 'enchanter'},
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['spellblade'] = {'mage', 'rogue'},
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['psykeeper'] = {'healer', 'psy'},
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['engineer'] = {'conjurer'},
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}
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character_descriptions = {
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['vagrant'] = function(dmg) return '[fg]shoots a projectile that deals [yellow]' .. dmg .. '[fg] damage' end,
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['swordsman'] = function(dmg) return '[fg]deals [yellow]' .. dmg .. '[fg] damage in an area around the unit' end,
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['wizard'] = function(dmg) return '[fg]shoots a projectile that deals [yellow]' .. dmg .. ' AoE[fg] damage' end,
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['archer'] = function(dmg) return '[fg]shoots an arrow that deals [yellow]' .. dmg .. '[fg] damage and pierces' end,
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['scout'] = function(dmg) return '[fg]throws a knife that deals [yellow]' .. dmg .. '[fg] damage and chains [yellow]3[fg] times' end,
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['cleric'] = function() return '[fg]heals every unit for [yellow]10%[fg] max hp when any one drops below [yellow]50%[fg] max hp' end,
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['outlaw'] = function(dmg) return '[fg]throws a fan of [yellow]5[] knives, each dealing [yellow]' .. dmg .. '[fg] damage' end,
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['blade'] = function(dmg) return '[fg]throws multiple blades that deal [yellow]' .. dmg .. ' AoE[fg] damage' end,
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['elementor'] = function(dmg) return '[fg]deals [yellow]' .. dmg .. ' AoE[fg] damage to a random target' end,
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['saboteur'] = function(dmg) return '[fg]calls [yellow]4[] saboteus to seek targets and deal [yellow]' .. dmg .. ' AoE[fg] damage' end,
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['stormweaver'] = function(dmg) return '[fg]infuses all allied projectiles with chain lightning that deals [yellow]+' .. dmg .. '[fg] damage on hit' end,
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['sage'] = function(dmg) return '[fg]shoots a slow projectile that draws enemies in' end,
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['squire'] = function(dmg) return '[yellow]+10 dmg[fg] & [yellow]+25 def[fg] to adjacent units, heal them for [yellow]10%[fg] max hp every 8 seconds' end,
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['cannoneer'] = function(dmg) return '[fg]shoots a projectile that deals [yellow]' .. dmg .. ' AoE[fg] damage' end,
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['dual_gunner'] = function() return '[fg]shoots two parallel projectiles' end,
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['hunter'] = function(dmg) return '[fg]shoots an arrow that deals [yellow]' .. dmg .. '[fg] damage and has a [yellow]20%[fg] chance to summon a pet' end,
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['chronomancer'] = function() return '[yellow]+25% aspd[fg] to adjacent units' end,
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['spellblade'] = function(dmg) return '[fg]throws knives that deal [yellow]' .. dmg .. '[fg] damage, pierce and spiral outwards' end,
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['psykeeper'] = function() return '[fg]all damage taken is stored and distributed as healing to all allies' end,
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['engineer'] = function(dmg) return '[fg]drops sentries that shoot bursts of projectiles, each dealing [yellow]' .. dmg .. '[fg] damage' end,
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}
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get_character_stat_string = function(character, level)
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local group = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile'})
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local mock = Player{group = group, leader = true, character = character, level = level}
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mock:update(1/60)
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return '[red]HP: [red]' .. mock.max_hp .. '[fg], [red]DMG: [red]' .. mock.dmg .. '[fg], [green]ASPD: [green]' .. math.round(mock.aspd_m, 2) .. 'x[fg], [blue]AREA: [blue]' ..
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math.round(mock.area_dmg_m*mock.area_size_m, 2) .. 'x[fg], [yellow]DEF: [yellow]' .. math.round(mock.def, 2) .. '[fg], [green]MVSPD: [green]' .. math.round(mock.v, 2) .. '[fg]'
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end
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get_character_stat = function(character, level, stat)
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print(character)
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local group = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile'})
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local mock = Player{group = group, leader = true, character = character, level = level}
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mock:update(1/60)
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return math.round(mock[stat], 2)
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end
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character_stats = {
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['vagrant'] = function(lvl) return get_character_stat_string('vagrant', lvl) end,
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['swordsman'] = function(lvl) return get_character_stat_string('swordsman', lvl) end,
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['wizard'] = function(lvl) return get_character_stat_string('wizard', lvl) end,
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['archer'] = function(lvl) return get_character_stat_string('archer', lvl) end,
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['scout'] = function(lvl) return get_character_stat_string('scout', lvl) end,
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['cleric'] = function(lvl) return get_character_stat_string('cleric', lvl) end,
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['outlaw'] = function(lvl) return get_character_stat_string('outlaw', lvl) end,
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['blade'] = function(lvl) return get_character_stat_string('blade', lvl) end,
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['elementor'] = function(lvl) return get_character_stat_string('elementor', lvl) end,
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['saboteur'] = function(lvl) return get_character_stat_string('saboteur', lvl) end,
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['stormweaver'] = function(lvl) return get_character_stat_string('stormweaver', lvl) end,
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['sage'] = function(lvl) return get_character_stat_string('sage', lvl) end,
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['squire'] = function(lvl) return get_character_stat_string('squire', lvl) end,
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['cannoneer'] = function(lvl) return get_character_stat_string('cannoneer', lvl) end,
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['dual_gunner'] = function(lvl) return get_character_stat_string('dual_gunner', lvl) end,
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['hunter'] = function(lvl) return get_character_stat_string('hunter', lvl) end,
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['chronomancer'] = function(lvl) return get_character_stat_string('chronomancer', lvl) end,
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['spellblade'] = function(lvl) return get_character_stat_string('spellblade', lvl) end,
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['psykeeper'] = function(lvl) return get_character_stat_string('psykeeper', lvl) end,
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['engineer'] = function(lvl) return get_character_stat_string('engineer', lvl) end,
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}
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units = {}
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resource = 0
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main = Main()
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main:add(BuyScreen'buy_screen')
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main:go_to('buy_screen', 0)
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end
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function update(dt)
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main:update(dt)
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end
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function draw()
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shared_draw(function()
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main:draw()
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end)
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end
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function love.run()
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return engine_run({
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game_name = 'SNAKRX',
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window_width = 480*3,
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window_height = 270*3,
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})
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end
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