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-- The base Timer class. Useful for juicing things up generally. | |
-- A global instance of this called "timer" is available by default. | |
Timer = Object:extend() | |
function Timer:new() | |
self.timers = {} | |
end | |
-- Calls the action every frame until it's cancelled via timer:cancel. | |
-- The tag must be passed in otherwise there will be no way to stop this from running. |
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class Enemy | |
new: => | |
draw_enemy_ui: => | |
graphics.push @x, @y, 0, @spring.x, @spring.x | |
if @show_hp | |
hp_color = red[0] | |
if @hit_flash then hp_color = fg[0] | |
graphics.line @x - 0.5*@shape.w, @y - @shape.h, @x + 0.5*@shape.w, @y - @shape.h, bg[-3], 2 | |
n = math.remap @hp, 0, @max_hp, 0, 1 |
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class Outlier extends GameObject | |
new: (group, x, y, opts) => | |
super group, x, y, opts | |
@\set_as_rectangle 18, 10, 'dynamic', 'enemy' | |
@\set_fixed_rotation true | |
@color = red[0] | |
@max_hp = (2000 + node.level*100) | |
@hp = @max_hp | |
@\set_as_steerable 65, 2000, 4*math.pi, 4 | |
mixin @, Enemy |
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MoonScript 10 hrs █████████████▋░░░░░░░ 64.9% | |
Lua 3 hrs 59 mins █████▍░░░░░░░░░░░░░░░ 25.9% | |
Other 1 hr 25 mins █▉░░░░░░░░░░░░░░░░░░░ 9.2% | |
Text 0 secs ░░░░░░░░░░░░░░░░░░░░░ 0.0% |
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function init() | |
white = {1, 1, 1, 1} | |
black = {0, 0, 0, 1} | |
combine = g.newShader("combine.frag") | |
aesthetic = g.newShader("aesthetic.frag") | |
aesthetic_canvas = g.newCanvas(gw, gh) | |
displacement_canvas = g.newCanvas(gw, gh) | |
game_canvas = g.newCanvas(gw, gh) | |
shockwave = g.newImage("res/shockwave_displacement.png") |
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function init() | |
white = {1, 1, 1, 1} | |
black = {0, 0, 0, 1} | |
red = {1.0, 0.1, 0.2, 1} | |
combine = g.newShader("combine.frag") | |
aesthetic = g.newShader("aesthetic.frag") | |
aesthetic_canvas = g.newCanvas(gw, gh) | |
displacement_canvas = g.newCanvas(gw, gh) | |
game_canvas = g.newCanvas(gw, gh) |
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function init() | |
white = {1, 1, 1, 1} | |
black = {0, 0, 0, 1} | |
red = {1.0, 0.1, 0.2, 1} | |
combine = g.newShader("combine.frag") | |
aesthetic = g.newShader("aesthetic.frag") | |
aesthetic_canvas = g.newCanvas(gw, gh) | |
displacement_canvas = g.newCanvas(gw, gh) | |
game_canvas = g.newCanvas(gw, gh) |
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function init() | |
white = {1, 1, 1, 1} | |
black = {0, 0, 0, 1} | |
red = {1.0, 0.1, 0.2, 1} | |
doodle = g.newShader("doodle.frag") | |
doodle:send("doodle_max_offset", {0.0020, 0.0020}) | |
doodle:send("doodle_noise_scale", {6, 8}) | |
doodle:send("doodle_frame_count", 8) | |
doodle:send("doodle_frame_time", 0.2) |
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export class Attack | |
new: (@ref, @name, @ts, @tspolicy="closest") => | |
@x, @y = 0, 0 | |
@r = 0 | |
@ttr = 0 | |
@timer = 0 | |
@in_range_timer = 0 | |
@\set @name | |
update: (dt) => |
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export class Weapon | |
new: (@ref, @type="sword", index=1) => | |
@wx, @wy, @wz, @wr, @wsx, @wsy = 0, 0, 0, 0, 1, 1 | |
@name = @type .. tostring(index) | |
if @type == "sword" | |
@ox, @oy = 0, 0 | |
@r = math.pi | |
@r1 = Spring -math.pi/2, 100, 10 | |
@r2 = Spring 0, 100, 10 |
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