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reward.lua
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reward.lua
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local item_info = require "items"
local rewardscreen = {}
local reward = 0
local reward_type = ""
local items = {}
local item_target = 0
local stats = {}
local total_score = 0
local weaponscreen = {on = false, pos = -176, itempos = {200, 200}, target = 1, itemcanvas = {love.graphics.newCanvas(), love.graphics.newCanvas(), love.graphics.newCanvas()}, choice = 0, canvas = love.graphics.newCanvas(220, 176)}
local report_pos = -220
local info_pos = 600
local title_pos = 600
local item_pos = {600, 600, 600}
local on = true
local numerals = {{1000, "M"}, {900, "CM"}, {500, "D"}, {400, "CD"}, {100, "C"}, {90, "XC"}, {50, "L"}, {40, "XL"}, {10, "X"}, {9, "IX"}, {5, "V"}, {4, "IV"}, {1, "I"}}
tier_score = 4
rewardscreen.load = function()
end
rewardscreen.start = function(node, game_stats)
on = true
weaponscreen.on = false
reward = node
reward_type = rewardscreen.get_type(reward)
math.randomseed(os.time())
items = {}
if reward_type == "shop" then
for i = 1, 3 do
items[i] = rewardscreen.create(math.random(1, 4))
end
elseif reward_type ~= "none" then
items[1] = rewardscreen.create(reward - 1)
end
for i, v in ipairs(items) do
v.canvas = rewardscreen.draw_card(v.type, v.item, v.amount)
end
item_target = 1
stats = {{str = "Kills:", num = game_stats.kills}, {str = "Shots:", num = game_stats.shots}, {str = "Accuracy:", num = math.floor(game_stats.hits/game_stats.shots*100), per = true}, {str = "Damage Taken:", num = game_stats.dmg}}
total_score = math.ceil((stats[1].num*10-stats[4].num)/stats[2].num)
if stats[2].num < 1 then -- prevents bugged bonus and NaN accuracy
stats[3].num = 0
total_score = 1
elseif total_score < 1 then -- prevents negative score and bugged bonus
total_score = 1
end
canvas.reward = rewardscreen.draw_card(5, 1, total_score)
money = money + total_score
end
rewardscreen.update = function(dt)
for i, v in ipairs(items) do
if v.bought then
if v.anim > -1 then
v.anim = v.anim - dt * 18
if v.anim < -1 then
v.anim = -1
end
end
end
end
-- rewardscreen animation
if reward_type == "none" then
report_pos = graphics.zoom(on, report_pos, -220, 188, dt * 12)
else
report_pos = graphics.zoom(on, report_pos, -220, 60, dt * 12)
end
info_pos = graphics.zoom(not on, info_pos, 316, 600, dt * 12)
title_pos = graphics.zoom(not on, title_pos, 378, 600, dt * 12)
for i, v in ipairs(items) do
item_pos[i] = graphics.zoom(not on, item_pos[i], 348 + i*78-#items*39+39, 632, dt * 12)
end
-- weaponscreen animation
weaponscreen.pos = graphics.zoom(weaponscreen.on, weaponscreen.pos, -176, 56, dt * 12)
weaponscreen.itempos[1] = graphics.zoom(not weaponscreen.on, weaponscreen.itempos[1], 348, 600, dt * 12)
weaponscreen.itempos[2] = graphics.zoom(not weaponscreen.on, weaponscreen.itempos[2], 440, 600, dt * 12)
-- outro animation
if math.floor(report_pos) <= -220 then
state = "map"
end
end
rewardscreen.draw = function()
love.graphics.setCanvas(canvas.menu)
-- reward side
if reward_type ~= "none" then
love.graphics.setColor(255, 255, 255)
love.graphics.draw(img.sign, title_pos, 56)
love.graphics.print("Reward", title_pos+48-math.floor(font:getWidth("Reward")/2), 66)
-- items for sale
for i, v in ipairs(items) do
if i == item_target and weaponscreen.on == false then -- draw highlight
love.graphics.draw(img.cardborder, item_pos[i]-2, 134, 0, 1, 1, 32, 0)
end
if v.anim > 0 then -- determine which side of card to show
love.graphics.draw(v.canvas, item_pos[i], 136, 0, v.anim, 1, 32, 0)
else
love.graphics.draw(img.cardback, item_pos[i], 136, 0, v.anim, 1, 32, 0)
end
end
-- draw info
love.graphics.draw(img.infobox, info_pos, 248)
love.graphics.setColor(palette.navy)
rewardscreen.draw_info(items[item_target])
end
-- weapon screen
if weaponscreen.on then
love.graphics.setCanvas(weaponscreen.canvas)
love.graphics.clear()
love.graphics.setColor(255, 255, 255)
love.graphics.draw(img.blueprint, 0, 0)
love.graphics.print("Pick a weapon to replace", 110 - math.floor(font:getWidth("Pick a weapon to replace")/2), 14)
love.graphics.print("z", 64 - math.floor(font:getWidth("z")/2), 154)
love.graphics.print("x", 156 - math.floor(font:getWidth("x")/2), 154)
love.graphics.draw(img.cardborder, -62 + weaponscreen.target*92, 38)
love.graphics.setCanvas(canvas.menu)
-- draw info
love.graphics.draw(img.infobox, info_pos, 248)
if char_info.weapons[weaponscreen.target].type > 0 then
love.graphics.setColor(palette.navy)
rewardscreen.draw_info({price = 0, bought = false, type = 1, item = char_info.weapons[weaponscreen.target].type, amount = char_info.weapons[weaponscreen.target].tier})
else
love.graphics.setColor(palette.red)
love.graphics.print("Empty", info_pos+4, 252)
end
end
love.graphics.setColor(255, 255, 255)
love.graphics.draw(weaponscreen.canvas, 316, math.floor(weaponscreen.pos))
-- weapons
love.graphics.draw(weaponscreen.itemcanvas[1], weaponscreen.itempos[1], 95)
love.graphics.draw(weaponscreen.itemcanvas[2], weaponscreen.itempos[2], 95)
if weaponscreen.choice > 0 then
love.graphics.draw(weaponscreen.itemcanvas[3], 856+weaponscreen.choice*92-weaponscreen.itempos[weaponscreen.choice], 95)
end
-- report side
love.graphics.setColor(255, 255, 255)
love.graphics.draw(img.report, report_pos, 56)
love.graphics.draw(canvas.reward, report_pos+78, 200)
-- text
love.graphics.setColor(palette.navy)
love.graphics.print("Report", report_pos+110-math.floor(font:getWidth("Report")/2), 62)
for i, v in ipairs(stats) do
love.graphics.print(v.str, report_pos+8, 64+i*16)
if v.per then
love.graphics.print(tostring(v.num).."%", report_pos+212-font:getWidth(tostring(v.num).."%"), 64+i*16)
else
love.graphics.print(v.num, report_pos+212-font:getWidth(tostring(v.num)), 64+i*16)
end
end
love.graphics.line(report_pos+8, 144, report_pos+212, 144)
love.graphics.print("Total Score:", report_pos+8, 150)
love.graphics.print(total_score, report_pos+212-font:getWidth(tostring(total_score)), 150)
love.graphics.line(report_pos+8, 164, report_pos+212, 164)
love.graphics.print("Bonus", report_pos+110-math.floor(font:getWidth("Bonus")/2), 178)
love.graphics.setColor(255, 255, 255)
-- draw bottom instructions
if weaponscreen.on then
love.graphics.print("[z] Replace [x] Exit", 300 - math.floor(font:getWidth("[z] Replace [x] Exit")/2), 350)
elseif reward_type == "shop" then
love.graphics.print("[z] Buy [x] Continue", 300 - math.floor(font:getWidth("[z] Buy [x] Continue")/2), 350)
elseif reward_type == "none" then
love.graphics.print("[x] Continue", 300 - math.floor(font:getWidth("[x] Continue")/2), 350)
else
love.graphics.print("[z] Take [x] Continue", 300 - math.floor(font:getWidth("[z] Take [x] Continue")/2), 350)
end
end
rewardscreen.keypressed = function(key)
if weaponscreen.on then
if key == "right" and weaponscreen.target < 2 then
weaponscreen.target = 2
elseif key == "left" and weaponscreen.target > 1 then
weaponscreen.target = 1
elseif key == "z" and weaponscreen.choice == 0 then
weaponscreen.choice = weaponscreen.target -- weapon has been placed
items[item_target].bought = true -- weapon has been purchased
money = money - items[item_target].price -- adjust funds
char_info.weapons[weaponscreen.target].type = items[item_target].item -- correct player's inventory
char_info.weapons[weaponscreen.target].tier = items[item_target].amount
weaponscreen.itemcanvas[3] = weaponscreen.itemcanvas[weaponscreen.target] -- set old card canvas to card being replaced
weaponscreen.itemcanvas[weaponscreen.target] = rewardscreen.draw_card(1, items[item_target].item, items[item_target].amount) -- redraw weapon card
weaponscreen.itempos[weaponscreen.target] = 600 -- reset animation
elseif key == "x" then
weaponscreen.on = false
weaponscreen.choice = 0
end
else
if key == "right" and item_target < #items then
item_target = item_target + 1
elseif key == "left" and item_target > 1 then
item_target = item_target - 1
elseif key == "z" and reward_type ~= "none" and items[item_target].bought == false and items[item_target].price <= money then
if items[item_target].type == 1 then -- prompt and set up weapon replacement screen
weaponscreen.on = true
weaponscreen.itemcanvas[1] = rewardscreen.draw_card(1, char_info.weapons[1].type, char_info.weapons[1].tier)
weaponscreen.itemcanvas[2] = rewardscreen.draw_card(1, char_info.weapons[2].type, char_info.weapons[1].tier)
weaponscreen.pos = -176
else
items[item_target].bought = true
money = money - items[item_target].price
rewardscreen.collect(items[item_target])
end
elseif key == "x" then
-- outro animation
on = false
end
end
end
rewardscreen.collect = function(item)
if item.type == 2 then -- increase upgrade's stat for player
char_info[item_info[2][item.item].stat] = char_info[item_info[2][item.item].stat] + item_info[2][item.item].num
elseif item.type == 3 then -- add health
char.hp = char.hp + item.amount
if char.hp > char_info.hp_max then -- cap at hp max
char.hp = char_info.hp_max
end
elseif item.type == 4 then -- add ammo
char.ammo = char.ammo + item.amount
if char.ammo > char_info.ammo_max then -- cap at ammo max
char.ammo = char_info.ammo_max
end
else -- add money
money = money + item.amount
end
end
rewardscreen.get_type = function(reward)
if reward == 1 then
return "none"
elseif reward == 2 then
return "weapon"
elseif reward == 3 then
return "upgrade"
elseif reward == 7 then
return "shop"
else
return "resource"
end
end
rewardscreen.create = function(type)
local item = 1
local amount = 1
local price = 0
if type < 3 then
item = math.random(1, #item_info[type])
if type == 1 then -- weapon tier
local max = math.floor((#map.path-1) / tier_score)
if max < 1 then
max = 1
elseif max > #tiers then
max = #tiers
end
amount = max
end
elseif type == 3 then
amount = math.random(1, 3)
elseif type == 4 then
amount = math.random(5, 25)
else
amount = math.random(2, 10)
end
if reward_type == "shop" then
if type > 2 then
price = math.ceil(amount * item_info[type].price)
elseif type == 1 then -- higher weapon tiers cost more
price = item_info[type][item].price*amount
else
price = item_info[type][item].price
end
end
return {type = type, item = item, amount = amount, bought = false, anim = 1, price = price}
end
rewardscreen.draw_card = function(type, item, amount)
local canvas = love.graphics.newCanvas(64, 96)
love.graphics.setCanvas(canvas)
love.graphics.clear()
if item > 0 then
love.graphics.draw(img.card)
love.graphics.draw(img.cardicons, quad.cardicons[type], 4, 4)
love.graphics.draw(img.cardicons, quad.cardicons[type], 60, 92, math.pi)
love.graphics.draw(img.cardimgs, quad.cardimgs[type], 8, 24)
if type > 2 and amount > 1 then
love.graphics.setColor(palette.navy)
love.graphics.print("x"..tostring(amount), 20, 9)
love.graphics.print("x"..tostring(amount), 44, 87, math.pi)
love.graphics.setColor(255, 255, 255)
elseif type == 1 then
local str = rewardscreen.roman(amount)
love.graphics.rectangle("fill", 55-font:getWidth(str), 63, font:getWidth(str)+1, 9)
love.graphics.setColor(graphics.mix_colors({palette.colorbase, tiers[amount].color}))
love.graphics.print(str, 56-font:getWidth(str), 64)
love.graphics.setColor(255, 255, 255)
end
end
love.graphics.setCanvas()
return canvas
end
rewardscreen.draw_info = function(item)
local info = nil
if item.type > 2 then
info = item_info[item.type]
else
info = item_info[item.type][item.item]
end
if item.bought then
love.graphics.setColor(palette.red)
love.graphics.print("Out of stock", info_pos+4, 252)
else
love.graphics.setColor(palette.navy)
if item.type > 2 and item.amount > 1 then
love.graphics.print(info.name.." x"..item.amount, info_pos+4, 252)
else
love.graphics.print(info.name, info_pos+4, 252)
end
love.graphics.printf(info.disc, info_pos+4, 268, 212)
if item.type == 1 then -- show tier / tier info
local w, l = font:getWrap(info.disc, 212)
love.graphics.setColor(graphics.mix_colors({palette.colorbase, tiers[item.amount].color}))
love.graphics.print("Tier "..rewardscreen.roman(item.amount).." x"..item.amount.." damage", info_pos+4, 268 + font:getHeight(info.disc)*#l)
love.graphics.setColor(palette.navy)
end
if item.price > 0 then
if item.price > money then
love.graphics.setColor(palette.red)
end
love.graphics.print(item.price.."$", info_pos+216-font:getWidth(item.price.."$"), 252)
end
end
end
rewardscreen.roman = function(num)
local str = ""
for i, v in ipairs(numerals) do
while num >= v[1] do
str = str..v[2]
num = num - v[1]
end
end
return str
end
return rewardscreen