forked from a327ex/SNKRX
-
Notifications
You must be signed in to change notification settings - Fork 0
/
mainmenu.lua
213 lines (192 loc) · 9.9 KB
/
mainmenu.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
MainMenu = Object:extend()
MainMenu:implement(State)
MainMenu:implement(GameObject)
function MainMenu:init(name)
self:init_state(name)
self:init_game_object()
end
function MainMenu:on_enter(from)
slow_amount = 1
trigger:tween(2, main_song_instance, {volume = 0.5, pitch = 1}, math.linear)
steam.friends.setRichPresence('steam_display', '#StatusFull')
steam.friends.setRichPresence('text', 'Main Menu')
self.floor = Group()
self.main = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile', 'force_field', 'ghost'})
self.post_main = Group()
self.effects = Group()
self.main_ui = Group():no_camera()
self.ui = Group():no_camera()
self.main:disable_collision_between('player', 'player')
self.main:disable_collision_between('player', 'projectile')
self.main:disable_collision_between('player', 'enemy_projectile')
self.main:disable_collision_between('projectile', 'projectile')
self.main:disable_collision_between('projectile', 'enemy_projectile')
self.main:disable_collision_between('projectile', 'enemy')
self.main:disable_collision_between('enemy_projectile', 'enemy')
self.main:disable_collision_between('enemy_projectile', 'enemy_projectile')
self.main:disable_collision_between('player', 'force_field')
self.main:disable_collision_between('projectile', 'force_field')
self.main:disable_collision_between('ghost', 'player')
self.main:disable_collision_between('ghost', 'projectile')
self.main:disable_collision_between('ghost', 'enemy')
self.main:disable_collision_between('ghost', 'enemy_projectile')
self.main:disable_collision_between('ghost', 'ghost')
self.main:disable_collision_between('ghost', 'force_field')
self.main:enable_trigger_between('projectile', 'enemy')
self.main:enable_trigger_between('enemy_projectile', 'player')
self.main:enable_trigger_between('player', 'enemy_projectile')
self.main:enable_trigger_between('enemy_projectile', 'enemy')
self.main:enable_trigger_between('player', 'ghost')
self.enemies = {Seeker, EnemyCritter}
-- Spawn solids and player
self.x1, self.y1 = gw/2 - 0.8*gw/2, gh/2 - 0.8*gh/2
self.x2, self.y2 = gw/2 + 0.8*gw/2, gh/2 + 0.8*gh/2
self.w, self.h = self.x2 - self.x1, self.y2 - self.y1
Wall{group = self.main, vertices = math.to_rectangle_vertices(-40, -40, self.x1, gh + 40), color = bg[-1]}
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x2, -40, gw + 40, gh + 40), color = bg[-1]}
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x1, -40, self.x2, self.y1), color = bg[-1]}
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x1, self.y2, self.x2, gh + 40), color = bg[-1]}
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(-40, -40, self.x1, gh + 40), color = bg[-1]}
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x2, -40, gw + 40, gh + 40), color = bg[-1]}
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x1, -40, self.x2, self.y1), color = bg[-1]}
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x1, self.y2, self.x2, gh + 40), color = bg[-1]}
self.t:every(0.375, function()
local p = random:table(star_positions)
Star{group = star_group, x = p.x, y = p.y}
end)
self.units = {
{character = 'psykino', level = 1},
{character = 'magician', level = 1},
{character = 'bane', level = 1},
{character = 'scout', level = 1},
{character = 'cannoneer', level = 1},
{character = 'swordsman', level = 1},
{character = 'archer', level = 1},
}
for i, unit in ipairs(self.units) do
if i == 1 then
self.player = Player{group = self.main, x = gw/2 + random:float(-48, 48), y = gh/2 + 16 + random:float(-48, 48), leader = true, character = unit.character, level = unit.level, passives = self.passives, ii = i}
else
self.player:add_follower(Player{group = self.main, character = unit.character, level = unit.level, passives = self.passives, ii = i})
end
end
self.title_text = Text({{text = '[wavy_mid, fg]SNKRX', font = fat_font, alignment = 'center'}}, global_text_tags)
self.arena_run_button = Button{group = self.main_ui, x = 55, y = gh/2 - 10, force_update = true, button_text = 'arena run', fg_color = 'bg10', bg_color = 'bg', action = function(b)
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()
self.transitioning = true
slow_amount = 1
local run = system.load_run()
run_passive_pool = run.run_passive_pool or {
'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',
}
run_time = run.time or 0
gold = run.gold or 3
passives = run.passives or {}
locked_state = run.locked_state
current_new_game_plus = run.current_new_game_plus or current_new_game_plus or 0
system.save_state()
main:add(BuyScreen'buy_screen')
main:go_to('buy_screen', run.level or 1, run.loop or 0, run.units or {}, passives, run.shop_level or 1, run.shop_xp or 0)
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']starting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
end}
self.options_button = Button{group = self.main_ui, x = 47, y = gh/2 + 12, force_update = true, button_text = 'options', fg_color = 'bg10', bg_color = 'bg', action = function(b)
if not self.paused then
open_options(self)
else
close_options(self)
end
end}
self.quit_button = Button{group = self.main_ui, x = 37, y = gh/2 + 34, force_update = true, button_text = 'quit', fg_color = 'bg10', bg_color = 'bg', action = function(b)
system.save_state()
steam.shutdown()
love.event.quit()
end}
self.t:every(2, function() self.soundtrack_button.spring:pull(0.025, 200, 10) end)
self.soundtrack_button = Button{group = self.main_ui, x = gw - 72, y = gh - 40, force_update = true, button_text = 'buy the soundtrack!', fg_color = 'bg10', bg_color = 'bg', action = function(b)
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
b.spring:pull(0.2, 200, 10)
b.selected = true
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
system.open_url('https://kubbimusic.com/album/ember')
end}
self.discord_button = Button{group = self.main_ui, x = gw - 92, y = gh - 17, force_update = true, button_text = 'join the community discord!', fg_color = 'bg10', bg_color = 'bg', action = function(b)
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
b.spring:pull(0.2, 200, 10)
b.selected = true
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
system.open_url('https://discord.gg/Yjk2Q5gDqA')
end}
end
function MainMenu:on_exit()
self.floor:destroy()
self.main:destroy()
self.post_main:destroy()
self.effects:destroy()
self.ui:destroy()
self.main_ui:destroy()
self.t:destroy()
self.floor = nil
self.main = nil
self.post_main = nil
self.effects = nil
self.ui = nil
self.units = nil
self.player = nil
self.t = nil
self.springs = nil
self.flashes = nil
self.hfx = nil
self.title_text = nil
end
function MainMenu:update(dt)
if main_song_instance:isStopped() then
main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5}
end
if input.escape.pressed then
if not self.paused then
open_options(self)
else
close_options(self)
end
end
self:update_game_object(dt*slow_amount)
if not self.paused and not self.transitioning then
star_group:update(dt*slow_amount)
self.floor:update(dt*slow_amount)
self.main:update(dt*slow_amount)
self.post_main:update(dt*slow_amount)
self.effects:update(dt*slow_amount)
self.main_ui:update(dt*slow_amount)
if self.title_text then self.title_text:update(dt) end
self.ui:update(dt*slow_amount)
else
self.ui:update(dt*slow_amount)
end
end
function MainMenu:draw()
self.floor:draw()
self.main:draw()
self.post_main:draw()
self.effects:draw()
graphics.draw_with_mask(function()
star_canvas:draw(0, 0, 0, 1, 1)
end, function()
camera:attach()
graphics.rectangle(gw/2, gh/2, self.w, self.h, nil, nil, fg[0])
camera:detach()
end, true)
graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent)
self.main_ui:draw()
self.title_text:draw(60, gh/2 - 40)
if self.paused then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end
self.ui:draw()
end