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buy_screen.lua
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buy_screen.lua
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BuyScreen = Object:extend()
BuyScreen:implement(State)
BuyScreen:implement(GameObject)
function BuyScreen:init(name)
self:init_state(name)
self:init_game_object()
end
function BuyScreen:on_exit()
self.main:destroy()
self.effects:destroy()
self.ui:destroy()
self.t:destroy()
self.main = nil
self.effects = nil
self.ui = nil
self.shop_text = nil
self.party_text = nil
self.sets_text = nil
self.items_text = nil
self.ng_text = nil
self.level_text = nil
self.characters = nil
self.sets = nil
self.cards = nil
self.info_text = nil
self.units = nil
self.passives = nil
self.player = nil
self.t = nil
self.springs = nil
self.flashes = nil
self.hfx = nil
self.tutorial_button = nil
self.restart_button = nil
self.level_button = nil
end
function BuyScreen:on_enter(from, level, loop, units, passives, shop_level, shop_xp)
self.level = level
self.loop = loop
self.units = units
self.passives = passives
self.shop_level = shop_level
self.shop_xp = shop_xp
camera.x, camera.y = gw/2, gh/2
max_units = math.clamp(7 + current_new_game_plus + self.loop, 7, 12)
input:set_mouse_visible(true)
steam.friends.setRichPresence('steam_display', '#StatusFull')
steam.friends.setRichPresence('text', 'Shop - Level ' .. self.level)
self.main = Group()
self.effects = Group()
self.ui = Group()
self.tutorial = Group()
self.locked = locked_state and locked_state.locked
LockButton{group = self.main, x = 205, y = 18, parent = self}
self:set_cards(self.shop_level, nil, true)
self:set_party_and_sets()
self:set_items()
self.shop_text = Text({{text = '[wavy_mid, fg]shop [fg]- gold: [yellow]' .. gold, font = pixul_font, alignment = 'center'}}, global_text_tags)
self.party_text = Text({{text = '[wavy_mid, fg]party ' .. tostring(#units) .. '/' .. tostring(max_units), font = pixul_font, alignment = 'center'}}, global_text_tags)
self.sets_text = Text({{text = '[wavy_mid, fg]classes', font = pixul_font, alignment = 'center'}}, global_text_tags)
self.items_text = Text({{text = '[wavy_mid, fg]items', font = pixul_font, alignment = 'center'}}, global_text_tags)
self.ng_text = Text({{text = '[fg]NG+' .. current_new_game_plus, font = pixul_font, alignment = 'center'}}, global_text_tags)
local get_elite_str = function(lvl)
if (lvl-(25*self.loop)) % 6 == 0 or lvl % 25 == 0 then return ' (elite)'
elseif (lvl-(25*self.loop)) % 3 == 0 then return ' (hard)'
else return '' end
end
self.level_text = Text({{text = '[fg]Lv.' .. tostring(self.level) .. get_elite_str(self.level), font = pixul_font, alignment = 'center'}}, global_text_tags)
RerollButton{group = self.main, x = 150, y = 18, parent = self}
GoButton{group = self.main, x = gw - 90, y = gh - 20, parent = self}
LevelButton{group = self.main, x = gw/2, y = 18, parent = self}
self.tutorial_button = Button{group = self.main, x = gw/2 + 129, y = 18, button_text = '?', fg_color = 'bg10', bg_color = 'bg', action = function()
self.in_tutorial = true
self.title_text = Text2{group = self.tutorial, x = gw/2, y = 35, lines = {{text = '[fg]WELCOME TO SNKRX!', font = fat_font, alignment = 'center'}}}
self.tutorial_text = Text2{group = self.tutorial, x = 228, y = 160, lines = {
{text = '[fg]You control a snake of multiple heroes that auto-attack nearby enemies.', font = pixul_font, height_multiplier = 1.2},
{text = '[fg]You can steer the snake left or right by pressing [yellow]A/D[fg] or [yellow]left/right arrows[fg].', font = pixul_font, height_multiplier = 2.2},
{text = '[fg]Combine the same heroes to level them up:', font = pixul_font, height_multiplier = 1.2},
{text = '[fg]At [yellow]Lv.3[fg] heroes unlock special effects.', font = pixul_font, height_multiplier = 2.2},
{text = '[fg]Hire heroes of the same classes to unlock class passives:', font = pixul_font, height_multiplier = 1.2},
{text = '[fg]Each hero can have between [yellow]1 to 3[fg] classes.', font = pixul_font, height_multiplier = 2.2},
{text = '[fg]You gain [yellow]1 interest per 5 gold[fg], up to a maximum of 5.', font = pixul_font, height_multiplier = 1.2},
{text = "[fg]This means that saving above [yellow]25 gold[fg] doesn't yield more interest.", font = pixul_font, height_multiplier = 2.2},
{text = "[yellow, wavy_mid]Good luck!", font = pixul_font, height_multiplier = 2.2, alignment = 'center'},
}}
self.tutorial_cards = {}
table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 34, y = gh/2 - 30, character = 'swordsman', level = 1})
table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 54, y = gh/2 - 30, character = 'swordsman', level = 1})
table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 74, y = gh/2 - 30, character = 'swordsman', level = 1})
table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 34, y = gh/2 - 10, character = 'swordsman', level = 2})
table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 54, y = gh/2 - 10, character = 'swordsman', level = 2})
table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 74, y = gh/2 - 10, character = 'swordsman', level = 2})
table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 114, y = gh/2 - 30, character = 'swordsman', level = 2})
table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 114, y = gh/2 - 10, character = 'swordsman', level = 3})
table.insert(self.tutorial_cards, TutorialClassIcon{group = self.tutorial, x = gw/2 + 114, y = gh/2 + 18, class = 'warrior', units = {}})
table.insert(self.tutorial_cards, TutorialClassIcon{group = self.tutorial, x = gw/2 + 134, y = gh/2 + 18, class = 'warrior', units = {{character = 'swordsman'}, {character = 'barbarian'}, {character = 'juggernaut'}}})
table.insert(self.tutorial_cards, TutorialClassIcon{group = self.tutorial, x = gw/2 + 154, y = gh/2 + 18, class = 'warrior', units = {{character = 'swordsman'}, {character = 'barbarian'}, {character = 'juggernaut'},
{character = 'vagrant'}, {character = 'outlaw'}, {character = 'blade'}}
})
self.close_button = Button{group = self.tutorial, x = gw - 20, y = 20, button_text = 'x', bg_color = 'bg', fg_color = 'bg10', action = function()
trigger:after(0.01, function()
self:quit_tutorial()
end)
end}
end, mouse_enter = function(b)
b.info_text = InfoText{group = main.current.ui, force_update = true}
b.info_text:activate({
{text = '[fg]guide', font = pixul_font, alignment = 'center'},
}, nil, nil, nil, nil, 16, 4, nil, 2)
b.info_text.x, b.info_text.y = b.x, b.y + 20
end, mouse_exit = function(b)
if not b.info_text then return end
b.info_text:deactivate()
b.info_text.dead = true
b.info_text = nil
end}
self.restart_button = Button{group = self.ui, x = gw/2 + 148, y = 18, force_update = true, button_text = 'R', fg_color = 'bg10', bg_color = 'bg', action = function(b)
self.transitioning = true
ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
locked_state = nil
TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = state.dark_transitions and bg[-2] or fg[0], transition_action = function()
slow_amount = 1
music_slow_amount = 1
run_time = 0
gold = 3
passives = {}
main_song_instance:stop()
run_passive_pool = {
'centipede', 'ouroboros_technique_r', 'ouroboros_technique_l', 'amplify', 'resonance', 'ballista', 'call_of_the_void', 'crucio', 'speed_3', 'damage_4', 'shoot_5', 'death_6', 'lasting_7',
'defensive_stance', 'offensive_stance', 'kinetic_bomb', 'porcupine_technique', 'last_stand', 'seeping', 'deceleration', 'annihilation', 'malediction', 'hextouch', 'whispers_of_doom',
'tremor', 'heavy_impact', 'fracture', 'meat_shield', 'hive', 'baneling_burst', 'blunt_arrow', 'explosive_arrow', 'divine_machine_arrow', 'chronomancy', 'awakening', 'divine_punishment',
'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism',
'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance', 'blessing', 'haste', 'divine_barrage', 'orbitism', 'psyker_orbs', 'psychosink', 'rearm', 'taunt', 'construct_instability',
'intimidation', 'vulnerability', 'temporal_chains', 'ceremonial_dagger', 'homing_barrage', 'critical_strike', 'noxious_strike', 'infesting_strike', 'burning_strike', 'lucky_strike', 'healing_strike', 'stunning_strike',
'silencing_strike', 'culling_strike', 'lightning_strike', 'psycholeak', 'divine_blessing', 'hardening', 'kinetic_strike',
}
max_units = math.clamp(7 + current_new_game_plus, 7, 12)
main:add(BuyScreen'buy_screen')
system.save_run()
main:go_to('buy_screen', 1, 0, {}, passives, 1, 0)
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
end, mouse_enter = function(b)
b.info_text = InfoText{group = main.current.ui, force_update = true}
b.info_text:activate({
{text = '[fg]restart run', font = pixul_font, alignment = 'center'},
}, nil, nil, nil, nil, 16, 4, nil, 2)
b.info_text.x, b.info_text.y = b.x, b.y + 20
end, mouse_exit = function(b)
if not b.info_text then return end
b.info_text:deactivate()
b.info_text.dead = true
b.info_text = nil
end}
trigger:tween(1, main_song_instance, {volume = 0.2, pitch = 1}, math.linear)
locked_state = {locked = self.locked, cards = {self.cards[1] and self.cards[1].unit, self.cards[2] and self.cards[2].unit, self.cards[3] and self.cards[3].unit}}
system.save_run(self.level, self.loop, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
end
function BuyScreen:update(dt)
if main_song_instance:isStopped() then
main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.2}
end
if not self.paused then
run_time = run_time + dt
end
self:update_game_object(dt*slow_amount)
if not self.in_tutorial and not self.paused then
self.main:update(dt*slow_amount)
self.effects:update(dt*slow_amount)
self.ui:update(dt*slow_amount)
if self.shop_text then self.shop_text:update(dt) end
if self.sets_text then self.sets_text:update(dt) end
if self.party_text then self.party_text:update(dt) end
if self.items_text then self.items_text:update(dt) end
if self.ng_text then self.ng_text:update(dt) end
if self.level_text then self.level_text:update(dt) end
else
self.ui:update(dt*slow_amount)
self.tutorial:update(dt*slow_amount)
end
if self.in_tutorial and input.escape.pressed then
self:quit_tutorial()
end
if input.escape.pressed and not self.transitioning and not self.in_tutorial then
if not self.paused then
open_options(self)
else
close_options(self)
end
end
for _, part in ipairs(self.characters) do
part.y = 40 + (part.i-1)*19
end
end
function BuyScreen:quit_tutorial()
self.in_tutorial = false
self.tutorial_text.dead = true
self.tutorial_text = nil
self.title_text.dead = true
self.title_text = nil
for _, t in ipairs(self.tutorial_cards) do t.dead = true end
self.close_button.dead = true
self.close_button = nil
self.tutorial_cards = {}
self.tutorial:update(0)
end
function BuyScreen:draw()
self.main:draw()
self.effects:draw()
if self.items_text then self.items_text:draw(32, 145) end
if self.level_text then self.level_text:draw(265, gh - 20) end
if self.unit_grabbed then
local x, y = camera:get_mouse_position()
y = math.clamp(y, 40, 40 + (#self.units-1)*19)
graphics.push(self.unit_grabbed.x, y, 0)
graphics.rectangle(self.unit_grabbed.x, y, 14, 14, 3, 3, bg[5])
graphics.print_centered(self.unit_grabbed.level, pixul_font, self.unit_grabbed.x + 0.5, y + 2, 0, 1, 1, 0, 0, bg[10])
for _, part in ipairs(self.unit_grabbed.parts) do
part:draw(y)
end
graphics.pop()
end
if self.shop_text then self.shop_text:draw(64, 20) end
if self.sets_text then self.sets_text:draw(328, 20) end
if self.party_text then self.party_text:draw(440, 20) end
if current_new_game_plus > 0 then self.ng_text:draw(265, gh - 40) end
if self.paused then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end
self.ui:draw()
if self.in_tutorial then
graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent_2)
arrow:draw(gw/2 + 93, gh/2 - 30, 0, 0.4, 0.35)
arrow:draw(gw/2 + 93, gh/2 - 10, 0, 0.4, 0.35)
end
self.tutorial:draw()
end
function BuyScreen:buy(character, i)
local bought
if table.any(self.units, function(v) return v.character == character end) and gold >= character_tiers[character] then
if table.any(self.units, function(v) return v.character == character and v.level == 3 end) then
if not self.info_text then
self.info_text = InfoText{group = main.current.ui}
self.info_text:activate({
{text = "[fg]this unit has already reached max level", font = pixul_font, alignment = 'center'},
}, nil, nil, nil, nil, 16, 4, nil, 2)
self.info_text.x, self.info_text.y = gw - 140, gh - 20
end
self.t:after(2, function() self.info_text:deactivate(); self.info_text.dead = true; self.info_text = nil end, 'info_text')
else
gold = gold - character_tiers[character]
self.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
for _, unit in ipairs(self.units) do
if unit.character == character then
if unit.level == 1 then
unit.reserve[1] = unit.reserve[1] + 1
if unit.reserve[1] > 1 then
unit.reserve[1] = 0
unit.level = 2
unit.spawn_effect = true
end
elseif unit.level == 2 then
unit.reserve[1] = unit.reserve[1] + 1
if unit.reserve[1] > 2 then
if unit.reserve[2] == 1 then
unit.reserve[2] = 0
unit.reserve[1] = 0
unit.level = 3
unit.spawn_effect = true
else
unit.reserve[2] = unit.reserve[2] + 1
unit.reserve[1] = 0
end
end
end
end
end
bought = true
end
else
if #self.units >= max_units then
if not self.info_text then
self.info_text = InfoText{group = main.current.ui}
self.info_text:activate({
{text = '[fg]maximum number of units [yellow](' .. max_units .. ') [fg]reached', font = pixul_font, alignment = 'center'},
}, nil, nil, nil, nil, 16, 4, nil, 2)
self.info_text.x, self.info_text.y = gw - 140, gh - 20
end
self.t:after(2, function() self.info_text:deactivate(); self.info_text.dead = true; self.info_text = nil end, 'info_text')
else
if gold >= character_tiers[character] then
gold = gold - character_tiers[character]
self.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
table.insert(self.units, {character = character, level = 1, reserve = {0, 0}})
bought = true
end
end
end
self:set_party_and_sets()
return bought
end
function BuyScreen:gain_gold(amount)
gold = gold + amount or 0
self.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
end
function BuyScreen:set_cards(shop_level, dont_spawn_effect, first_call)
if self.cards then for i = 1, 3 do if self.cards[i] then self.cards[i]:die(dont_spawn_effect) end end end
self.cards = {}
local all_units = {}
local unit_1
local unit_2
local unit_3
local shop_level = shop_level or 1
local tier_weights = level_to_shop_odds[shop_level]
repeat
unit_1 = random:table(tier_to_characters[random:weighted_pick(unpack(tier_weights))])
unit_2 = random:table(tier_to_characters[random:weighted_pick(unpack(tier_weights))])
unit_3 = random:table(tier_to_characters[random:weighted_pick(unpack(tier_weights))])
all_units = {unit_1, unit_2, unit_3}
until not table.all(all_units, function(v) return table.any(non_attacking_characters, function(u) return v == u end) end)
if first_call and locked_state then
if locked_state.cards[1] then self.cards[1] = ShopCard{group = self.main, x = 60, y = 75, w = 80, h = 90, unit = locked_state.cards[1], parent = self, i = 1} end
if locked_state.cards[2] then self.cards[2] = ShopCard{group = self.main, x = 140, y = 75, w = 80, h = 90, unit = locked_state.cards[2], parent = self, i = 2} end
if locked_state.cards[3] then self.cards[3] = ShopCard{group = self.main, x = 220, y = 75, w = 80, h = 90, unit = locked_state.cards[3], parent = self, i = 3} end
else
self.cards[1] = ShopCard{group = self.main, x = 60, y = 75, w = 80, h = 90, unit = unit_1, parent = self, i = 1}
self.cards[2] = ShopCard{group = self.main, x = 140, y = 75, w = 80, h = 90, unit = unit_2, parent = self, i = 2}
self.cards[3] = ShopCard{group = self.main, x = 220, y = 75, w = 80, h = 90, unit = unit_3, parent = self, i = 3}
end
end
function BuyScreen:set_party_and_sets()
if self.characters then for _, part in ipairs(self.characters) do part:die() end end
self.characters = {}
local y = 40
for i, unit in ipairs(self.units) do
table.insert(self.characters, CharacterPart{group = self.main, x = gw - 30, y = y + (i-1)*19, character = unit.character, level = unit.level, reserve = unit.reserve, i = i, spawn_effect = unit.spawn_effect, parent = self})
unit.spawn_effect = false
end
if self.sets then for _, icon in ipairs(self.sets) do icon:die(true) end end
self.sets = {}
local classes = get_classes(self.units)
for i, class in ipairs(classes) do
local x, y
if #classes <= 6 then x, y = math.index_to_coordinates(i, 2)
else x, y = math.index_to_coordinates(i, 3) end
table.insert(self.sets, ClassIcon{group = self.main, x = (#classes <= 6 and 319 or 308) + (x-1)*20, y = 45 + (y-1)*56, class = class, units = self.units, parent = self})
end
end
function BuyScreen:set_items()
if self.items then for _, item in ipairs(self.items) do item:die() end end
self.items = {}
local y = 182
for k, passive in ipairs(self.passives) do
local i, j = math.index_to_coordinates(k, 4)
table.insert(self.items, ItemCard{group = self.main, x = 45 + (i-1)*60, y = y + (j-1)*50, w = 40, h = 50, passive = passive.passive , level = passive.level, xp = passive.xp, parent = self, i = k})
end
end
SteamFollowButton = Object:extend()
SteamFollowButton:implement(GameObject)
function SteamFollowButton:init(args)
self:init_game_object(args)
self.interact_with_mouse = true
self.shape = Rectangle(self.x, self.y, pixul_font:get_text_width('follow me on steam!') + 12, pixul_font.h + 4)
self.text = Text({{text = '[greenm5]follow me on steam!', font = pixul_font, alignment = 'center'}}, global_text_tags)
end
function SteamFollowButton:update(dt)
self:update_game_object(dt)
if main.current.in_credits then return end
if self.selected and input.m1.pressed then
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.spring:pull(0.2, 200, 10)
self.selected = true
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
system.open_url'https://store.steampowered.com/dev/a327ex/'
end
end
function SteamFollowButton:draw()
graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y)
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or green[0])
self.text:draw(self.x, self.y)
graphics.pop()
end
function SteamFollowButton:on_mouse_enter()
if main.current.in_credits then return end
love.mouse.setCursor(love.mouse.getSystemCursor'hand')
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.selected = true
self.text:set_text{{text = '[fgm5]follow me on steam!', font = pixul_font, alignment = 'center'}}
self.spring:pull(0.05, 200, 10)
end
function SteamFollowButton:on_mouse_exit()
if main.current.in_credits then return end
love.mouse.setCursor()
self.text:set_text{{text = '[greenm5]follow me on steam!', font = pixul_font, alignment = 'center'}}
self.selected = false
end
WishlistButton = Object:extend()
WishlistButton:implement(GameObject)
function WishlistButton:init(args)
self:init_game_object(args)
self.interact_with_mouse = true
if self.w_to_wishlist then
self.shape = Rectangle(self.x, self.y, 85, 18)
self.text = Text({{text = '[bg10]w to wishlist', font = pixul_font, alignment = 'center'}}, global_text_tags)
else
self.shape = Rectangle(self.x, self.y, 110, 18)
self.text = Text({{text = '[bg10]wishlist on steam', font = pixul_font, alignment = 'center'}}, global_text_tags)
end
end
function WishlistButton:update(dt)
self:update_game_object(dt)
if self.selected and input.m1.pressed then
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.spring:pull(0.2, 200, 10)
self.selected = true
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
system.open_url'https://store.steampowered.com/app/915310/SNKRX/'
end
end
function WishlistButton:draw()
graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y)
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or bg[1])
self.text:draw(self.x, self.y + 1)
graphics.pop()
end
function WishlistButton:on_mouse_enter()
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.selected = true
if self.w_to_wishlist then
self.text:set_text{{text = '[fgm5]w to wishlist', font = pixul_font, alignment = 'center'}}
else
self.text:set_text{{text = '[fgm5]wishlist on steam', font = pixul_font, alignment = 'center'}}
end
self.spring:pull(0.2, 200, 10)
end
function WishlistButton:on_mouse_exit()
if self.w_to_wishlist then
self.text:set_text{{text = '[bg10]w to wishlist', font = pixul_font, alignment = 'center'}}
else
self.text:set_text{{text = '[bg10]wishlist on steam', font = pixul_font, alignment = 'center'}}
end
self.selected = false
end
RestartButton = Object:extend()
RestartButton:implement(GameObject)
function RestartButton:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, pixul_font:get_text_width('restart') + 4, pixul_font.h + 4)
self.interact_with_mouse = true
self.text = Text({{text = '[bg10]NG+' .. tostring(current_new_game_plus), font = pixul_font, alignment = 'center'}}, global_text_tags)
end
function RestartButton:update(dt)
if main.current.in_credits then return end
self:update_game_object(dt)
if self.selected and input.m1.pressed then
main.current.transitioning = true
ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = state.dark_transitions and bg[-2] or fg[0], transition_action = function()
slow_amount = 1
music_slow_amount = 1
run_time = 0
gold = 3
passives = {}
main_song_instance:stop()
run_passive_pool = {
'centipede', 'ouroboros_technique_r', 'ouroboros_technique_l', 'amplify', 'resonance', 'ballista', 'call_of_the_void', 'crucio', 'speed_3', 'damage_4', 'shoot_5', 'death_6', 'lasting_7',
'defensive_stance', 'offensive_stance', 'kinetic_bomb', 'porcupine_technique', 'last_stand', 'seeping', 'deceleration', 'annihilation', 'malediction', 'hextouch', 'whispers_of_doom',
'tremor', 'heavy_impact', 'fracture', 'meat_shield', 'hive', 'baneling_burst', 'blunt_arrow', 'explosive_arrow', 'divine_machine_arrow', 'chronomancy', 'awakening', 'divine_punishment',
'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism',
'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance', 'blessing', 'haste', 'divine_barrage', 'orbitism', 'psyker_orbs', 'psychosink', 'rearm', 'taunt', 'construct_instability',
'intimidation', 'vulnerability', 'temporal_chains', 'ceremonial_dagger', 'homing_barrage', 'critical_strike', 'noxious_strike', 'infesting_strike', 'burning_strike', 'lucky_strike', 'healing_strike', 'stunning_strike',
'silencing_strike', 'culling_strike', 'lightning_strike', 'psycholeak', 'divine_blessing', 'hardening', 'kinetic_strike',
}
max_units = math.clamp(7 + current_new_game_plus, 7, 12)
system.save_state()
main:add(BuyScreen'buy_screen')
system.save_run()
main:go_to('buy_screen', 1, 0, {}, passives, 1, 0)
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
end
end
function RestartButton:draw()
graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y)
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or bg[1])
self.text:draw(self.x, self.y + 1, 0, 1, 1)
graphics.pop()
end
function RestartButton:on_mouse_enter()
if main.current.in_credits then return end
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.selected = true
self.text:set_text{{text = '[fgm5]NG+' .. tostring(current_new_game_plus), font = pixul_font, alignment = 'center'}}
self.spring:pull(0.2, 200, 10)
end
function RestartButton:on_mouse_exit()
if main.current.in_credits then return end
self.text:set_text{{text = '[bg10]NG+' .. tostring(current_new_game_plus), font = pixul_font, alignment = 'center'}}
self.selected = false
end
Button = Object:extend()
Button:implement(GameObject)
function Button:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, args.w or (pixul_font:get_text_width(self.button_text) + 8), pixul_font.h + 4)
self.interact_with_mouse = true
self.text = Text({{text = '[' .. self.fg_color .. ']' .. self.button_text, font = pixul_font, alignment = 'center'}}, global_text_tags)
end
function Button:update(dt)
self:update_game_object(dt)
if main.current.in_credits and not self.credits_button then return end
if self.hold_button then
if self.selected and input.m1.pressed then
self.press_time = love.timer.getTime()
self.spring:pull(0.2, 200, 10)
end
if self.press_time then
if input.m1.down and love.timer.getTime() - self.press_time > self.hold_button then
self:action()
self.press_time = nil
self.spring:pull(0.1, 200, 10)
end
end
if input.m1.released then
self.press_time = nil
self.spring:pull(0.1, 200, 10)
end
else
if self.selected and input.m1.pressed then
if self.action then
self:action()
end
end
if self.selected and input.m2.pressed then
if self.action_2 then
self:action_2()
end
end
end
end
function Button:draw()
graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y)
if self.hold_button and self.press_time then
graphics.set_line_width(5)
graphics.set_color(fg[-5])
graphics.arc('open', self.x, self.y, 0.6*self.shape.w, 0, math.remap(love.timer.getTime() - self.press_time, 0, self.hold_button, 0, 1)*2*math.pi)
graphics.set_line_width(1)
end
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or _G[self.bg_color][0])
self.text:draw(self.x, self.y + 1, 0, 1, 1)
graphics.pop()
end
function Button:on_mouse_enter()
if main.current.in_credits and not self.credits_button then return end
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.selected = true
self.text:set_text{{text = '[fgm5]' .. self.button_text, font = pixul_font, alignment = 'center'}}
self.spring:pull(0.2, 200, 10)
if self.mouse_enter then self:mouse_enter() end
end
function Button:on_mouse_exit()
if main.current.in_credits and not self.credits_button then return end
self.text:set_text{{text = '[' .. self.fg_color .. ']' .. self.button_text, font = pixul_font, alignment = 'center'}}
self.selected = false
if self.mouse_exit then self:mouse_exit() end
end
function Button:set_text(text)
self.button_text = text
self.text:set_text{{text = '[' .. self.fg_color .. ']' .. self.button_text, font = pixul_font, alignment = 'center'}}
self.spring:pull(0.2, 200, 10)
end
GoButton = Object:extend()
GoButton:implement(GameObject)
function GoButton:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, 28, 18)
self.interact_with_mouse = true
self.text = Text({{text = '[greenm5]GO!', font = pixul_font, alignment = 'center'}}, global_text_tags)
end
function GoButton:update(dt)
self:update_game_object(dt)
if ((self.selected and input.m1.pressed) or input.enter.pressed) and not self.transitioning then
if #self.parent.units == 0 then
if not self.info_text then
error1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.info_text = InfoText{group = main.current.ui}
self.info_text:activate({
{text = '[fg]cannot start the round with [yellow]0 [fg]units', font = pixul_font, alignment = 'center'},
}, nil, nil, nil, nil, 16, 4, nil, 2)
self.info_text.x, self.info_text.y = gw/2, gh/2 + 10
end
self.t:after(2, function() self.info_text:deactivate(); self.info_text.dead = true; self.info_text = nil end, 'info_text')
else
locked_state = {locked = self.parent.locked, cards = {self.parent.cards[1] and self.parent.cards[1].unit, self.parent.cards[2] and self.parent.cards[2].unit, self.parent.cards[3] and self.parent.cards[3].unit}}
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.spring:pull(0.2, 200, 10)
self.selected = true
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_transition1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.transitioning = true
system.save_run(self.parent.level, self.parent.loop, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
TransitionEffect{group = main.transitions, x = self.x, y = self.y, color = state.dark_transitions and bg[-2] or character_colors[random:table(self.parent.units).character], transition_action = function()
main:add(Arena'arena')
main:go_to('arena', self.parent.level, self.parent.loop, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, self.parent.locked)
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']level ' .. tostring(self.parent.level) .. '/' .. tostring(25*(self.parent.loop+1)), font = pixul_font, alignment = 'center'}}, global_text_tags)}
end
if input.enter.pressed then self.selected = false end
end
end
function GoButton:draw()
graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y)
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or green[0])
self.text:draw(self.x, self.y + 1, 0, 1, 1)
graphics.pop()
end
function GoButton:on_mouse_enter()
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.selected = true
self.text:set_text{{text = '[fgm5]GO!', font = pixul_font, alignment = 'center'}}
self.spring:pull(0.2, 200, 10)
end
function GoButton:on_mouse_exit()
self.text:set_text{{text = '[greenm5]GO!', font = pixul_font, alignment = 'center'}}
self.selected = false
end
LockButton = Object:extend()
LockButton:implement(GameObject)
function LockButton:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, 32, 16)
self.interact_with_mouse = true
if self.parent.locked then self.shape.w = 44
else self.shape.w = 32 end
if self.parent.locked then self.text = Text({{text = '[fgm5]' .. tostring(self.parent.locked and 'unlock' or 'lock'), font = pixul_font, alignment = 'center'}}, global_text_tags)
else self.text = Text({{text = '[bg10]' .. tostring(self.parent.locked and 'unlock' or 'lock'), font = pixul_font, alignment = 'center'}}, global_text_tags) end
end
function LockButton:update(dt)
self:update_game_object(dt)
if self.selected and input.m1.pressed then
self.parent.locked = not self.parent.locked
if not self.parent.locked then locked_state = nil end
if self.parent.locked then
locked_state = {locked = true, cards = {self.parent.cards[1] and self.parent.cards[1].unit, self.parent.cards[2] and self.parent.cards[2].unit, self.parent.cards[3] and self.parent.cards[3].unit}}
system.save_run(self.parent.level, self.parent.loop, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
end
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.selected = true
self.spring:pull(0.2, 200, 10)
self.text:set_text{{text = '[fgm5]' .. tostring(self.parent.locked and 'unlock' or 'lock'), font = pixul_font, alignment = 'center'}}
if self.parent.locked then self.shape.w = 44
else self.shape.w = 32 end
end
end
function LockButton:draw()
graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y)
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, (self.selected or self.parent.locked) and fg[0] or bg[1])
self.text:draw(self.x, self.y + 1)
graphics.pop()
end
function LockButton:on_mouse_enter()
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.selected = true
self.text:set_text{{text = '[fgm5]' .. tostring(self.parent.locked and 'unlock' or 'lock'), font = pixul_font, alignment = 'center'}}
self.spring:pull(0.2, 200, 10)
end
function LockButton:on_mouse_exit()
if not self.parent.locked then self.text:set_text{{text = '[bg10]' .. tostring(self.parent.locked and 'unlock' or 'lock'), font = pixul_font, alignment = 'center'}} end
self.selected = false
end
LevelButton = Object:extend()
LevelButton:implement(GameObject)
function LevelButton:init(args)
self:init_game_object(args)
self.interact_with_mouse = true
self.shape = Rectangle(self.x, self.y, 16, 16)
self.text = Text({{text = '[bg10]' .. tostring(self.parent.shop_level), font = pixul_font, alignment = 'center'}}, global_text_tags)
self.shop_xp = self.parent.shop_xp or 0
self.max_xp = (self.parent.shop_level == 1 and 3) or (self.parent.shop_level == 2 and 4) or (self.parent.shop_level == 3 and 5) or (self.parent.shop_level == 4 and 6) or (self.parent.shop_level == 5 and 0)
end
function LevelButton:update(dt)
self:update_game_object(dt)
if self.selected and input.m1.pressed then
if self.parent.shop_level >= 5 then return end
if gold < 5 then
self.spring:pull(0.2, 200, 10)
self.selected = true
error1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
if not self.info_text_2 then
self.info_text_2 = InfoText{group = main.current.ui}
self.info_text_2:activate({
{text = '[fg]not enough gold', font = pixul_font, alignment = 'center'},
}, nil, nil, nil, nil, 16, 4, nil, 2)
self.info_text_2.x, self.info_text_2.y = gw/2, gh/2 + 30
end
self.t:after(2, function() self.info_text_2:deactivate(); self.info_text_2.dead = true; self.info_text_2 = nil end, 'info_text_2')
else
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.shop_xp = self.shop_xp + 1
if self.shop_xp >= self.max_xp then
self.shop_xp = 0
self.parent.shop_level = self.parent.shop_level + 1
self.max_xp = (self.parent.shop_level == 1 and 3) or (self.parent.shop_level == 2 and 4) or (self.parent.shop_level == 3 and 5) or (self.parent.shop_level == 4 and 6) or (self.parent.shop_level == 5 and 0)
end
self.parent.shop_xp = self.shop_xp
self:create_info_text()
self.selected = true
self.spring:pull(0.2, 200, 10)
gold = gold - 5
self.parent.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
self.text = Text({{text = '[bg10]' .. tostring(self.parent.shop_level), font = pixul_font, alignment = 'center'}}, global_text_tags)
system.save_run(self.parent.level, self.parent.loop, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
end
end
if self.selected and input.m2.pressed then
if self.parent.shop_level <= 1 then return end
if gold < 10 then
self.spring:pull(0.2, 200, 10)
self.selected = true
error1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
if not self.info_text_2 then
self.info_text_2 = InfoText{group = main.current.ui}
self.info_text_2:activate({
{text = '[fg]not enough gold', font = pixul_font, alignment = 'center'},
}, nil, nil, nil, nil, 16, 4, nil, 2)
self.info_text_2.x, self.info_text_2.y = gw/2, gh/2 + 30
end
self.t:after(2, function() self.info_text_2:deactivate(); self.info_text_2.dead = true; self.info_text_2 = nil end, 'info_text_2')
else
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.shop_xp = 0
self.parent.shop_level = self.parent.shop_level - 1
self.max_xp = (self.parent.shop_level == 1 and 3) or (self.parent.shop_level == 2 and 4) or (self.parent.shop_level == 3 and 5) or (self.parent.shop_level == 4 and 6) or (self.parent.shop_level == 5 and 0)
self.parent.shop_xp = self.shop_xp
self:create_info_text()
self.selected = true
self.spring:pull(0.2, 200, 10)
gold = gold - 10
self.parent.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
self.text = Text({{text = '[bg10]' .. tostring(self.parent.shop_level), font = pixul_font, alignment = 'center'}}, global_text_tags)
system.save_run(self.parent.level, self.parent.loop, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
end
end
end
function LevelButton:draw()
graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y)
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or bg[1])
self.text:draw(self.x, self.y + 1)
for i = 1, self.max_xp do
graphics.line(self.x + 0.9*self.shape.w + (i-1)*5, self.y - self.shape.h/3, self.x + 0.9*self.shape.w + (i-1)*5, self.y + self.shape.h/3, bg[1], 2)
end
for i = 1, self.shop_xp do
graphics.line(self.x + 0.9*self.shape.w + (i-1)*5, self.y - self.shape.h/3, self.x + 0.9*self.shape.w + (i-1)*5, self.y + self.shape.h/3, fg[0], 2)
end
graphics.pop()
end
function LevelButton:create_info_text()
if self.info_text then
self.info_text:deactivate()
self.info_text.dead = true
end
self.info_text = nil
if self.parent.shop_level < 5 then
local t11, t12 = get_shop_odds(self.parent.shop_level, 1), get_shop_odds(self.parent.shop_level+1, 1)
local t21, t22 = get_shop_odds(self.parent.shop_level, 2), get_shop_odds(self.parent.shop_level+1, 2)
local t31, t32 = get_shop_odds(self.parent.shop_level, 3), get_shop_odds(self.parent.shop_level+1, 3)
local t41, t42 = get_shop_odds(self.parent.shop_level, 4), get_shop_odds(self.parent.shop_level+1, 4)
self.info_text = InfoText{group = main.current.ui}
self.info_text:activate({
{text = '[yellow]Lv.' .. self.parent.shop_level .. '[fg] shop, XP: [yellow]' .. self.shop_xp .. '/' .. self.max_xp .. '[fg], +1 XP cost: [yellow]5', font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[bg10]chances of units appearing on the shop', font = pixul_font, alignment = 'center', height_multiplier = 1.25},
{text = '[yellow]current shop level [fgm10]next shop level', font = pixul_font, alignment = 'left', height_multiplier = 1.25},
{text = '[fg]tier 1: ' .. t11 .. '%' .. tostring(t11 < 10 and ' ' or '') .. ' [fgm8]tier 1: ' .. t12 .. '%', font = pixul_font, alignment = 'left', height_multiplier = 1.25},
{text = '[green]tier 2: ' .. t21 .. '%' .. tostring(t21 < 10 and ' ' or '') .. ' [fgm6]tier 2: ' .. t22 .. '%', font = pixul_font, alignment = 'left', height_multiplier = 1.25},
{text = '[blue]tier 3: ' .. t31 .. '%' .. tostring(t31 < 10 and ' ' or '') .. ' [fgm4]tier 3: ' .. t32 .. '%', font = pixul_font, alignment = 'left', height_multiplier = 1.25},
{text = '[purple]tier 4: ' .. t41 .. '%' .. tostring(t41 < 10 and ' ' or '') .. ' [fgm2]tier 4: ' .. t42 .. '%', font = pixul_font, alignment = 'left', height_multiplier = 1.25},
}, nil, nil, nil, nil, 16, 4, nil, 2)
self.info_text.x, self.info_text.y = gw/2, gh/2 - 45
elseif self.parent.shop_level == 5 then
local t11 = get_shop_odds(self.parent.shop_level, 1)
local t21 = get_shop_odds(self.parent.shop_level, 2)
local t31 = get_shop_odds(self.parent.shop_level, 3)
local t41 = get_shop_odds(self.parent.shop_level, 4)
self.info_text = InfoText{group = main.current.ui}
self.info_text:activate({
{text = '[yellow]Lv.' .. self.parent.shop_level .. '[fg] shop', font = pixul_font, alignment = 'center', height_multiplier = 1.5},
{text = '[bg10]chances of units appearing on the shop', font = pixul_font, alignment = 'center', height_multiplier = 1.25},
{text = '[yellow]current shop level', font = pixul_font, alignment = 'left', height_multiplier = 1.25},
{text = '[fg]tier 1: ' .. t11 .. '%', font = pixul_font, alignment = 'left', height_multiplier = 1.25},
{text = '[green]tier 2: ' .. t21 .. '%', font = pixul_font, alignment = 'left', height_multiplier = 1.25},
{text = '[blue]tier 3: ' .. t31 .. '%', font = pixul_font, alignment = 'left', height_multiplier = 1.25},
{text = '[purple]tier 4: ' .. t41 .. '%', font = pixul_font, alignment = 'left', height_multiplier = 1.25},
}, nil, nil, nil, nil, 16, 4, nil, 2)
self.info_text.x, self.info_text.y = gw/2, gh/2 - 45
end
end
function LevelButton:on_mouse_enter()
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.selected = true
self.text:set_text{{text = '[fgm5]' .. tostring(self.parent.shop_level), font = pixul_font, alignment = 'center'}}
self.spring:pull(0.2, 200, 10)
self:create_info_text()
end
function LevelButton:on_mouse_exit()
self.text:set_text{{text = '[bg10]' .. tostring(self.parent.shop_level), font = pixul_font, alignment = 'center'}}
self.selected = false
if self.info_text then
self.info_text:deactivate()
self.info_text.dead = true
end
self.info_text = nil
end
RerollButton = Object:extend()
RerollButton:implement(GameObject)
function RerollButton:init(args)
self:init_game_object(args)
self.interact_with_mouse = true
if self.parent:is(BuyScreen) then
self.shape = Rectangle(self.x, self.y, 54, 16)
self.text = Text({{text = '[bg10]reroll: [yellow]2', font = pixul_font, alignment = 'center'}}, global_text_tags)
elseif self.parent:is(Arena) then
self.shape = Rectangle(self.x, self.y, 60, 16)
local merchant
for _, unit in ipairs(self.parent.starting_units) do
if unit.character == 'merchant' then
merchant = unit
break
end
end
if self.parent.level == 3 or (merchant and merchant.level == 3) then
self.free_reroll = true
self.text = Text({{text = '[bg10]reroll: [yellow]0', font = pixul_font, alignment = 'center'}}, global_text_tags)
else
self.text = Text({{text = '[bg10]reroll: [yellow]5', font = pixul_font, alignment = 'center'}}, global_text_tags)
end
end
end
function RerollButton:update(dt)
self:update_game_object(dt)
if (self.selected and input.m1.pressed) or input.r.pressed then
if self.parent:is(BuyScreen) then
if gold < 2 then
self.spring:pull(0.2, 200, 10)
self.selected = true
error1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
if not self.info_text then
self.info_text = InfoText{group = main.current.ui}
self.info_text:activate({