Arena = Object:extend()
Arena:implement(State)
Arena:implement(GameObject)
function Arena:init(name)
  self:init_state(name)
  self:init_game_object()
end


function Arena:on_enter(from, level, loop, units, passives, shop_level, shop_xp, lock)
  self.hfx:add('condition1', 1)
  self.hfx:add('condition2', 1)
  self.level = level or 1
  self.loop = loop or 0
  self.units = units
  self.passives = passives
  self.shop_level = shop_level or 1
  self.shop_xp = shop_xp or 0
  self.lock = lock

  self.starting_units = table.copy(units)

  if not state.mouse_control then
    input:set_mouse_visible(false)
  end

  trigger:tween(2, main_song_instance, {volume = 0.5, pitch = 1}, math.linear)


  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.ui = Group()
  self.credits = Group()
  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.main:enable_trigger_between('ghost', 'player')

  self.gold_picked_up = 0
  self.damage_dealt = 0
  self.damage_taken = 0
  self.main_slow_amount = 1
  self.enemies = {Seeker, EnemyCritter}
  self.color = self.color or fg[0]

  -- 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
  self.spawn_points = {
    {x = self.x1 + 32, y = self.y1 + 32, r = math.pi/4},
    {x = self.x1 + 32, y = self.y2 - 32, r = -math.pi/4},
    {x = self.x2 - 32, y = self.y1 + 32, r = 3*math.pi/4},
    {x = self.x2 - 32, y = self.y2 - 32, r = -3*math.pi/4},
    {x = gw/2, y = gh/2, r = random:float(0, 2*math.pi)}
  }
  self.spawn_offsets = {{x = -12, y = -12}, {x = 12, y = -12}, {x = 12, y = 12}, {x = -12, y = 12}, {x = 0, y = 0}}
  self.last_spawn_enemy_time = love.timer.getTime()

  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]}

  for i, unit in ipairs(units) do
    if i == 1 then
      self.player = Player{group = self.main, x = gw/2, y = gh/2 + 16, 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

  local units = self.player:get_all_units()
  for _, unit in ipairs(units) do
    local chp = CharacterHP{group = self.effects, x = self.x1 + 8 + (unit.ii-1)*22, y = self.y2 + 14, parent = unit}
    unit.character_hp = chp
  end

  if self.level == 1000 then
    self.level_1000_text = Text2{group = self.ui, x = gw/2, y = gh/2, lines = {{text = '[fg, wavy_mid]SNKRX', font = fat_font, alignment = 'center'}}}
  
  elseif (self.level - (25*self.loop)) % 6 == 0 or self.level % 25 == 0 then
    self.boss_level = true
    self.start_time = 3
    self.t:after(1, function()
      self.t:every(1, function()
        if self.start_time > 1 then alert1:play{volume = 0.5} end
        self.start_time = self.start_time - 1
        self.hfx:use('condition1', 0.25, 200, 10)
      end, 3, function()
        alert1:play{pitch = 1.2, volume = 0.5}
        camera:shake(4, 0.25)
        SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48}
        SpawnEffect{group = self.effects, x = gw/2, y = gh/2, action = function(x, y)
          spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15}
          SpawnMarker{group = self.effects, x = x, y = y}
          self.t:after(1.125, function()
            self.boss = Seeker{group = self.main, x = x, y = y, character = 'seeker', level = self.level, boss = level_to_boss[self.level]}
          end)
        end}
        self.t:every(function()
          if self.boss and not self.boss.dead then
            return (#self.main:get_objects_by_classes(self.enemies) <= 1) and not self.spawning_enemies
          elseif self.boss and self.boss.dead then
            return (#self.main:get_objects_by_classes(self.enemies) <= 0) and not self.spawning_enemies
          end
        end, function()
          self.hfx:use('condition1', 0.25, 200, 10)
          self.hfx:pull('condition2', 0.0625)
          self.t:after(0.5, function()
            self.spawning_enemies = true
            self.t:after((8 + math.floor(self.level/2))*0.1 + 0.5 + 0.75, function() self.spawning_enemies = false end, 'spawning_enemies')
            local spawn_type = random:table{'left', 'middle', 'right'}
            local spawn_points = {left = {x = self.x1 + 32, y = gh/2}, middle = {x = gw/2, y = gh/2}, right = {x = self.x2 - 32, y = gh/2}}
            local p = spawn_points[spawn_type]
            SpawnMarker{group = self.effects, x = p.x, y = p.y}
            self.t:after(1.125, function() self:spawn_n_enemies(p, nil, 8 + math.floor(self.level/2)) end)
          end)
        end)
      end)
      self.t:every(function() return self.start_time <= 0 and (self.boss and self.boss.dead) and #self.main:get_objects_by_classes(self.enemies) <= 0 and not self.spawning_enemies and not self.quitting end, function()
        self:quit()
        if self.level == 6 then
          state.achievement_speed_booster = true
          system.save_state()
        elseif self.level == 12 then
          state.achievement_exploder = true
          system.save_state()
        elseif self.level == 18 then
          state.achievement_swarmer = true
          system.save_state()
        elseif self.level == 24 then
          state.achievement_forcer = true
          system.save_state()
        elseif self.level == 25 then
          state.achievement_cluster = true
          system.save_state()
        end
      end)
    end)
  else
    -- Set win condition and enemy spawns
    self.win_condition = 'wave'
    self.level_to_max_waves = {
      2, 3, 4,
      3, 4, 4, 5,
      5, 5, 5, 5, 7,
      6, 6, 7, 7, 8, 10,
      8, 8, 10, 12, 14, 16, 25,
    }
    for i = 26, 5000 do
      local n = i % 25
      if n == 0 then n = 25 end
      self.level_to_max_waves[i] = self.level_to_max_waves[n]
    end
    self.level_to_distributed_enemies_chance = {
      0, 5, 10,
      10, 15, 15, 20,
      20, 20, 20, 20, 25,
      25, 25, 25, 25, 25, 30,
      20, 25, 30, 35, 40, 45, 50,
    }
    for i = 26, 5000 do
      local n = i % 25
      if n == 0 then n = 25 end
      self.level_to_distributed_enemies_chance[i] = self.level_to_distributed_enemies_chance[n]
    end
    self.max_waves = self.level_to_max_waves[self.level]
    self.wave = 0
    self.start_time = 3
    self.t:after(1, function()
      self.t:every(1, function()
        if self.start_time > 1 then alert1:play{volume = 0.5} end
        self.start_time = self.start_time - 1
        self.hfx:use('condition1', 0.25, 200, 10)
      end, 3, function()
        alert1:play{pitch = 1.2, volume = 0.5}
        camera:shake(4, 0.25)
        SpawnEffect{group = self.effects, x = gw/2, y = gh/2 - 48}
        self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 and not self.spawning_enemies end, function()
          self.wave = self.wave + 1
          if self.wave > self.max_waves then return end
          self.hfx:use('condition1', 0.25, 200, 10)
          self.hfx:pull('condition2', 0.0625)
          self.t:after(0.5, function()
            if random:bool(self.level_to_distributed_enemies_chance[self.level]) then
              local n = math.ceil((8 + (self.wave+math.min(self.loop*6, 60)-1)*2)/7)
              for i = 1, n do
                self.t:after((i-1)*2, function()
                  self:spawn_distributed_enemies()
                end)
              end
            else
              self.spawning_enemies = true
              self.t:after((8 + (self.wave-1)*2)*0.1 + 0.5 + 0.75, function() self.spawning_enemies = false end, 'spawning_enemies')
              local spawn_type = random:table{'left', 'middle', 'right'}
              local spawn_points = {left = {x = self.x1 + 32, y = gh/2}, middle = {x = gw/2, y = gh/2}, right = {x = self.x2 - 32, y = gh/2}}
              local p = spawn_points[spawn_type]
              SpawnMarker{group = self.effects, x = p.x, y = p.y}
              self.t:after(1.125, function() self:spawn_n_enemies(p, nil, 8 + (self.wave+math.min(self.loop*12, 200)-1)*2) end)
            end
          end)
        end, self.max_waves+1)
      end)
      self.t:every(function() return #self.main:get_objects_by_classes(self.enemies) <= 0 and self.wave > self.max_waves and not self.quitting and not self.spawning_enemies end, function() self:quit() end)
    end)

    if self.level == 20 and self.trailer then
      Text2{group = self.ui, x = gw/2, y = gh/2 - 24, lines = {{text = '[fg, wavy]SNKRX', font = fat_font, alignment = 'center'}}}
      Text2{group = self.ui, x = gw/2, y = gh/2, sx = 0.5, sy = 0.5, lines = {{text = '[fg, wavy_mid]play now!', font = fat_font, alignment = 'center'}}}
      Text2{group = self.ui, x = gw/2, y = gh/2 + 24, sx = 0.5, sy = 0.5, lines = {{text = '[light_bg, wavy_mid]music: kubbi - ember', font = fat_font, alignment = 'center'}}}
    end
  end

  if self.level == 1 then
    local t1 = Text2{group = self.floor, x = gw/2, y = gh/2 + 2, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]<- or a         -> or d', font = fat_font, alignment = 'center'}}}
    local t2 = Text2{group = self.floor, x = gw/2, y = gh/2 + 18, lines = {{text = '[light_bg]turn left                                      turn right', font = pixul_font, alignment = 'center'}}}
    local t3 = Text2{group = self.floor, x = gw/2, y = gh/2 + 46, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]esc - options', font = fat_font, alignment = 'center'}}}
    t1.t:after(8, function() t1.t:tween(0.2, t1, {sy = 0}, math.linear, function() t1.sy = 0 end) end)
    t2.t:after(8, function() t2.t:tween(0.2, t2, {sy = 0}, math.linear, function() t2.sy = 0 end) end)
    t3.t:after(8, function() t3.t:tween(0.2, t3, {sy = 0}, math.linear, function() t3.sy = 0 end) end)
  end

  -- Calculate class levels
  local units = {}
  table.insert(units, self.player)
  for _, f in ipairs(self.player.followers) do table.insert(units, f) end

  local class_levels = get_class_levels(units)
  self.ranger_level = class_levels.ranger
  self.warrior_level = class_levels.warrior
  self.mage_level = class_levels.mage
  self.rogue_level = class_levels.rogue
  self.nuker_level = class_levels.nuker
  self.curser_level = class_levels.curser
  self.forcer_level = class_levels.forcer
  self.swarmer_level = class_levels.swarmer
  self.voider_level = class_levels.voider
  self.enchanter_level = class_levels.enchanter
  self.healer_level = class_levels.healer
  self.psyker_level = class_levels.psyker
  self.conjurer_level = class_levels.conjurer
  self.sorcerer_level = class_levels.sorcerer
  self.mercenary_level = class_levels.mercenary

  self.t:every(0.375, function()
    local p = random:table(star_positions)
    Star{group = star_group, x = p.x, y = p.y}
  end)

  self.enemy_spawns_prevented = 0
  self.t:every(8, function()
    if self.died then return end
    if self.arena_clear_text then return end
    if self.quitting then return end
    if self.spawning_enemies then return end
    if self.won then return end
    if self.choosing_passives then return end

    local n = self.enemy_spawns_prevented
    if math.floor(n/4) <= 0 then return end
    self.spawning_enemies = true
    local spawn_points = table.copy(self.spawn_points)
    self.t:after({0, 0.2}, function()
      local p = random:table_remove(spawn_points)
      SpawnMarker{group = self.effects, x = p.x, y = p.y}
      self.t:after(1.125, function() self:spawn_n_enemies(p, 1, math.floor(n/4), true) end)
    end)
    self.t:after({0, 0.2}, function()
      local p = random:table_remove(spawn_points)
      SpawnMarker{group = self.effects, x = p.x, y = p.y}
      self.t:after(1.125, function() self:spawn_n_enemies(p, 2, math.floor(n/4), true) end)
    end)
    self.t:after({0, 0.2}, function()
      local p = random:table_remove(spawn_points)
      SpawnMarker{group = self.effects, x = p.x, y = p.y}
      self.t:after(1.125, function() self:spawn_n_enemies(p, 3, math.floor(n/4), true) end)
    end)
    self.t:after({0, 0.2}, function()
      local p = random:table_remove(spawn_points)
      SpawnMarker{group = self.effects, x = p.x, y = p.y}
      self.t:after(1.125, function() self:spawn_n_enemies(p, 4, math.floor(n/4), true) end)
    end)
    self.t:after(1.125 + math.floor(n/4)*0.25, function() self.spawning_enemies = false end, 'spawning_enemies')
    self.enemy_spawns_prevented = 0
  end)
end


function Arena:on_exit()
  self.floor:destroy()
  self.main:destroy()
  self.post_main:destroy()
  self.effects:destroy()
  self.ui:destroy()
  self.credits:destroy()
  self.t:destroy()
  self.floor = nil
  self.main = nil
  self.post_main = nil
  self.effects = nil
  self.ui = nil
  self.credits = nil
  self.units = nil
  self.passives = nil
  self.player = nil
  self.t = nil
  self.springs = nil
  self.flashes = nil
  self.hfx = nil
end


function Arena: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 not self.paused and not self.died and not self.won then
    run_time = run_time + dt
  end

  if self.shop_text then self.shop_text:update(dt) end

  if input.escape.pressed and not self.transitioning and not self.in_credits and not self.choosing_passives then
    if not self.paused then
      open_options(self)
    else
      close_options(self)
    end
  end

  if self.paused or self.died or self.won and not self.transitioning then
    if input.r.pressed then
      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}
      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 + self.loop, 7, 12)
        main:add(BuyScreen'buy_screen')
        locked_state = nil
        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

    if input.escape.pressed then
      self.in_credits = false
      if self.credits_button then self.credits_button:on_mouse_exit() end
      for _, object in ipairs(self.credits.objects) do
        object.dead = true
      end
      self.credits:update(0)
    end
  end

  self:update_game_object(dt*slow_amount)
  main_song_instance.pitch = math.clamp(slow_amount*music_slow_amount, 0.05, 1)

  star_group:update(dt*slow_amount)
  self.floor:update(dt*slow_amount)
  self.main:update(dt*slow_amount*self.main_slow_amount)
  self.post_main:update(dt*slow_amount)
  self.effects:update(dt*slow_amount)
  self.ui:update(dt*slow_amount)
  self.credits:update(dt)
end


function Arena:quit()
  if self.died then return end

  self.quitting = true
  if self.level % 25 == 0 then
    self:gain_gold()
    if not self.win_text and not self.win_text2 then
      input:set_mouse_visible(true)
      self.won = true
      locked_state = nil

      if current_new_game_plus == new_game_plus then
        new_game_plus = new_game_plus + 1
        state.new_game_plus = new_game_plus
      end
      current_new_game_plus = current_new_game_plus + 1
      state.current_new_game_plus = current_new_game_plus
      max_units = math.clamp(7 + current_new_game_plus + self.loop, 7, 12)

      system.save_run()
      trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end, 'slow_amount')
      trigger:tween(1, _G, {music_slow_amount = 0}, math.linear, function() music_slow_amount = 0 end, 'music_slow_amount')
      trigger:tween(4, camera, {x = gw/2, y = gh/2, r = 0}, math.linear, function() camera.x, camera.y, camera.r = gw/2, gh/2, 0 end)
      self.win_text = Text2{group = self.ui, x = gw/2 + 40, y = gh/2 - 69, force_update = true, lines = {{text = '[wavy_mid, cbyc2]congratulations!', font = fat_font, alignment = 'center'}}}
      trigger:after(2.5, function()
        local open_url = function(b, url)
          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(url)
        end

        self.build_text = Text2{group = self.ui, x = 40, y = 20, force_update = true, lines = {{text = "[wavy_mid, fg]your build", font = pixul_font, alignment = 'center'}}}
        for i, unit in ipairs(self.units) do
          CharacterPart{group = self.ui, x = 20, y = 40 + (i-1)*19, character = unit.character, level = unit.level, force_update = true, cant_click = true, parent = self}
          Text2{group = self.ui, x = 20 + 14 + pixul_font:get_text_width(unit.character)/2, y = 40 + (i-1)*19, force_update = true, lines = {
            {text = '[' .. character_color_strings[unit.character] .. ']' .. unit.character, font = pixul_font, alignment = 'left'}
          }}
        end
        for i, passive in ipairs(self.passives) do
          ItemCard{group = self.ui, x = 120 + (i-1)*30, y = 20, w = 30, h = 45, sx = 0.75, sy = 0.75, force_update = true, passive = passive.passive , level = passive.level, xp = passive.xp, parent = self}
        end

        if current_new_game_plus == 6 then
          if current_new_game_plus == new_game_plus then
            new_game_plus = 5
            state.new_game_plus = new_game_plus
          end
          current_new_game_plus = 5
          state.current_new_game_plus = current_new_game_plus
          max_units = 12

          self.win_text2 = Text2{group = self.ui, x = gw/2 + 40, y = gh/2 + 20, force_update = true, lines = {
            {text = "[fg]now you've really beaten the game!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
            {text = "[fg]thanks a lot for playing it and completing it entirely!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
            {text = "[fg]this game was inspired by:", font = pixul_font, alignment = 'center', height_multiplier = 3.5},
            {text = "[fg]so check them out! and to get more games like this:", font = pixul_font, alignment = 'center', height_multiplier = 3.5},
            {text = "[wavy_mid, yellow]thanks for playing!", font = pixul_font, alignment = 'center'},
          }}
          SteamFollowButton{group = self.ui, x = gw/2 + 40, y = gh/2 + 58, force_update = true}
          Button{group = self.ui, x = gw - 40, y = gh - 44, force_update = true, button_text = 'credits', fg_color = 'bg10', bg_color = 'bg', action = function() self:create_credits() end}
          Button{group = self.ui, x = gw - 39, y = gh - 20, force_update = true, button_text = '  loop  ', fg_color = 'bg10', bg_color = 'bg', action = function() self:endless() end}
          self.try_loop_text = Text2{group = self.ui, x = gw - 144, y = gh - 20, force_update = true, lines = {
            {text = '[bg10]continue run (+difficulty):', font = pixul_font},
          }}
          Button{group = self.ui, x = gw/2 - 50 + 40, y = gh/2 + 12, force_update = true, button_text = 'nimble quest', fg_color = 'bluem5', bg_color = 'blue', action = function(b) open_url(b, 'https://store.steampowered.com/app/259780/Nimble_Quest/') end}
          Button{group = self.ui, x = gw/2 + 50 + 40, y = gh/2 + 12, force_update = true, button_text = 'dota underlords', fg_color = 'bluem5', bg_color = 'blue', action = function(b) open_url(b, 'https://store.steampowered.com/app/1046930/Dota_Underlords/') end}

        else
          self.win_text2 = Text2{group = self.ui, x = gw/2 + 40, y = gh/2 + 5, force_update = true, lines = {
            {text = "[fg]you've beaten the game!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
            {text = "[fg]if you liked it:", font = pixul_font, alignment = 'center', height_multiplier = 3.5},
            {text = "[fg]and if you liked the music:", font = pixul_font, alignment = 'center', height_multiplier = 3.5},
            {text = "[wavy_mid, yellow]thanks for playing!", font = pixul_font, alignment = 'center'},
          }}
          --[[
          self.win_text2 = Text2{group = self.ui, x = gw/2 + 40, y = gh/2 + 20, force_update = true, lines = {
            {text = "[fg]you've beaten the game!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
            {text = "[fg]i made this game in 3 months as a dev challenge", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
            {text = "[fg]and i'm happy with how it turned out!", font = pixul_font, alignment = 'center', height_multiplier = 1.24},
            {text = "[fg]if you liked it too and want to play more games like this:", font = pixul_font, alignment = 'center', height_multiplier = 4},
            {text = "[fg]i will release more games this year, so stay tuned!", font = pixul_font, alignment = 'center', height_multiplier = 1.4},
            {text = "[wavy_mid, yellow]thanks for playing!", font = pixul_font, alignment = 'center'},
          }}
          ]]--
          SteamFollowButton{group = self.ui, x = gw/2 + 40, y = gh/2 - 10, force_update = true}
          Button{group = self.ui, x = gw/2 + 40, y = gh/2 + 33, force_update = true, button_text = 'buy the soundtrack!', fg_color = 'greenm5', bg_color = 'green', action = function(b) open_url(b, 'https://kubbimusic.com/album/ember') end}
          Button{group = self.ui, x = gw - 40, y = gh - 44, force_update = true, button_text = '  loop  ', fg_color = 'bg10', bg_color = 'bg', action = function() self:endless() end}
          RestartButton{group = self.ui, x = gw - 40, y = gh - 20, force_update = true}
          self.try_loop_text = Text2{group = self.ui, x = gw - 200, y = gh - 44, force_update = true, lines = {
            {text = '[bg10]continue run (+difficulty, +1 max snake size):', font = pixul_font},
          }}
          self.try_ng_text = Text2{group = self.ui, x = gw - 187, y = gh - 20, force_update = true, lines = {
            {text = '[bg10]new run (+difficulty, +1 max snake size):', font = pixul_font},
          }}
          self.credits_button = Button{group = self.ui, x = gw - 40, y = gh - 68, force_update = true, button_text = 'credits', fg_color = 'bg10', bg_color = 'bg', action = function() self:create_credits() end}
        end
      end)

      if current_new_game_plus == 2 then
        state.achievement_new_game_1 = true
        system.save_state()
      end

      if current_new_game_plus == 6 then
        state.achievement_new_game_5 = true
        system.save_state()
      end

      if self.ranger_level >= 2 then
        state.achievement_rangers_win = true
        system.save_state()
      end

      if self.warrior_level >= 2 then
        state.achievement_warriors_win = true
        system.save_state()
      end

      if self.mage_level >= 2 then
        state.achievement_mages_win = true
        system.save_state()
      end

      if self.rogue_level >= 2 then
        state.achievement_rogues_win = true
        system.save_state()
      end

      if self.healer_level >= 2 then
        state.achievement_healers_win = true
        system.save_state()
      end

      if self.enchanter_level >= 2 then
        state.achievement_enchanters_win = true
        system.save_state()
      end

      if self.nuker_level >= 2 then
        state.achievement_nukers_win = true
        system.save_state()
      end

      if self.conjurer_level >= 2 then
        state.achievement_conjurers_win = true
        system.save_state()
      end

      if self.psyker_level >= 2 then
        state.achievement_psykers_win = true
        system.save_state()
      end

      if self.curser_level >= 2 then
        state.achievement_cursers_win = true
        system.save_state()
      end

      if self.forcer_level >= 2 then
        state.achievement_forcers_win = true
        system.save_state()
      end

      if self.swarmer_level >= 2 then
        state.achievement_swarmers_win = true
        system.save_state()
      end

      if self.voider_level >= 2 then
        state.achievement_voiders_win = true
        system.save_state()
      end

      if self.sorcerer_level >= 3 then
        state.achievement_sorcerers_win = true
        system.save_state()
      end

      if self.mercenary_level >= 2 then
        state.achievement_mercenaries_win = true
        system.save_state()
      end

      local all_units_level_2 = true
      for _, unit in ipairs(self.starting_units) do
        if unit.level ~= 2 then
          all_units_level_2 = false
          break
        end
      end
      if all_units_level_2 then
        state.achievement_level_2_win = true
        system.save_state()
      end

      local units = self.player:get_all_units()
      local all_units_level_3 = true
      for _, unit in ipairs(self.starting_units) do
        if unit.level ~= 3 then
          all_units_level_3 = false
          break
        end
      end
      if all_units_level_3 then
        state.achievement_level_3_win = true
        system.save_state()
      end
    end

  else
    if not self.arena_clear_text then self.arena_clear_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 48, lines = {{text = '[wavy_mid, cbyc]arena clear!', font = fat_font, alignment = 'center'}}} end
    self:gain_gold()
    self.t:after(2, function()
      self.slow_transitioning = true
      self.t:tween(0.7, self, {main_slow_amount = 0}, math.linear, function() self.main_slow_amount = 0 end)
    end)
    self.t:after(3, function()
      if (self.level-(25*self.loop)) % 3 == 0 and #self.passives < 8 then
        input:set_mouse_visible(true)
        self.arena_clear_text.dead = true
        trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end, 'slow_amount')
        trigger:tween(1, _G, {music_slow_amount = 0}, math.linear, function() music_slow_amount = 0 end, 'music_slow_amount')
        trigger:tween(4, camera, {x = gw/2, y = gh/2, r = 0}, math.linear, function() camera.x, camera.y, camera.r = gw/2, gh/2, 0 end)
        self:set_passives()
        RerollButton{group = main.current.ui, x = gw - 40, y = gh - 40, parent = self, force_update = true}
        self.shop_text = Text({{text = '[wavy_mid, fg]gold: [yellow]' .. gold, font = pixul_font, alignment = 'center'}}, global_text_tags)

        self.build_text = Text2{group = self.ui, x = 40, y = 20, force_update = true, lines = {{text = "[wavy_mid, fg]your build", font = pixul_font, alignment = 'center'}}}
        for i, unit in ipairs(self.units) do
          CharacterPart{group = self.ui, x = 20, y = 40 + (i-1)*19, character = unit.character, level = unit.level, force_update = true, cant_click = true, parent = self}
          Text2{group = self.ui, x = 20 + 14 + pixul_font:get_text_width(unit.character)/2, y = 40 + (i-1)*19, force_update = true, lines = {
            {text = '[' .. character_color_strings[unit.character] .. ']' .. unit.character, font = pixul_font, alignment = 'left'}
          }}
        end
        for i, passive in ipairs(self.passives) do
          ItemCard{group = self.ui, x = 120 + (i-1)*30, y = gh - 30, w = 30, h = 45, sx = 0.75, sy = 0.75, force_update = true, passive = passive.passive , level = passive.level, xp = passive.xp, parent = self}
        end
      else
        self:transition()
      end
    end, 'transition')
  end
end


function Arena:set_passives(from_reroll)
  if from_reroll then
    self:restore_passives_to_pool(0)
    if self.cards[1] then self.cards[1].dead = true end
    if self.cards[2] then self.cards[2].dead = true end
    if self.cards[3] then self.cards[3].dead = true end
    if self.cards[4] then self.cards[4].dead = true end
    self.cards = {}
  end

  local card_w, card_h = 70, 100
  local w = 4*card_w + 3*20
  self.choosing_passives = true
  self.cards = {}
  local passive_1 = random:table_remove(run_passive_pool)
  local passive_2 = random:table_remove(run_passive_pool)
  local passive_3 = random:table_remove(run_passive_pool)
  local passive_4 = random:table_remove(run_passive_pool)
  if passive_1 then
    table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 0*(card_w + 20) + card_w/2 + 45, y = gh/2 - 20, w = card_w, h = card_h, card_i = 1, arena = self, passive = passive_1, force_update = true})
  end
  if passive_2 then
    table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 1*(card_w + 20) + card_w/2 + 45, y = gh/2, w = card_w, h = card_h, card_i = 2, arena = self, passive = passive_2, force_update = true})
  end
  if passive_3 then
    table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 2*(card_w + 20) + card_w/2 + 45, y = gh/2 - 20, w = card_w, h = card_h, card_i = 3, arena = self, passive = passive_3, force_update = true})
  end
  if passive_4 then
    table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 3*(card_w + 20) + card_w/2 + 45, y = gh/2, w = card_w, h = card_h, card_i = 4, arena = self, passive = passive_4, force_update = true})
  end
  self.passive_text = Text2{group = self.ui, x = gw/2 + 45, y = gh/2 - 75, lines = {{text = '[fg, wavy]choose one', font = fat_font, alignment = 'center'}}}
  if not passive_1 and not passive_2 and not passive_3 and not passive_4 then
    self:transition()
  end
end


function Arena:restore_passives_to_pool(j)
  for i = 1, 4 do
    if i ~= j then
      if self.cards[i] then
        table.insert(run_passive_pool, self.cards[i].passive)
      end
    end
  end
end


function Arena: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)

  camera:attach()
  if self.start_time and self.start_time > 0 and not self.choosing_passives then
    graphics.push(gw/2, gh/2 - 48, 0, self.hfx.condition1.x, self.hfx.condition1.x)
      graphics.print_centered(tostring(self.start_time), fat_font, gw/2, gh/2 - 48, 0, 1, 1, nil, nil, self.hfx.condition1.f and fg[0] or red[0])
    graphics.pop()
  end

  if self.boss_level then
    if self.start_time <= 0 then
      graphics.push(self.x2 - 106, self.y1 - 10, 0, self.hfx.condition2.x, self.hfx.condition2.x)
        graphics.print_centered('kill the elite', fat_font, self.x2 - 106, self.y1 - 10, 0, 0.6, 0.6, nil, nil, fg[0])
      graphics.pop()
    end
  else
    if self.win_condition then
      if self.win_condition == 'wave' then
        if self.start_time <= 0 then
          graphics.push(self.x2 - 50, self.y1 - 10, 0, self.hfx.condition2.x, self.hfx.condition2.x)
            graphics.print_centered('wave:', fat_font, self.x2 - 50, self.y1 - 10, 0, 0.6, 0.6, nil, nil, fg[0])
          graphics.pop()
          local wave = self.wave
          if wave > self.max_waves then wave = self.max_waves end
          graphics.push(self.x2 - 25 + fat_font:get_text_width(wave .. '/' .. self.max_waves)/2, self.y1 - 8, 0, self.hfx.condition1.x, self.hfx.condition1.x)
            graphics.print(wave .. '/' .. self.max_waves, fat_font, self.x2 - 25, self.y1 - 8, 0, 0.75, 0.75, nil, fat_font.h/2, self.hfx.condition1.f and fg[0] or yellow[0])
          graphics.pop()
        end
      end
    end
  end

  if state.run_timer then
    graphics.print_centered(math.round(run_time, 0), fat_font, self.x2 - 12, self.y2 + 16, 0, 0.6, 0.6, nil, nil, fg[0])
  end
  camera:detach()


  if self.level == 20 and self.trailer then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end
  if self.choosing_passives or self.won or self.paused or self.died then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end
  self.ui:draw()

  if self.shop_text then self.shop_text:draw(gw - 40, gh - 17) end

  if self.in_credits then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent_2) end
  self.credits:draw()
end


function Arena:die()
  if not self.died_text and not self.won and not self.arena_clear_text then
    input:set_mouse_visible(true)
    self.t:cancel('divine_punishment')
    self.died = true
    locked_state = nil
    system.save_run()
    self.t:tween(2, self, {main_slow_amount = 0}, math.linear, function() self.main_slow_amount = 0 end)
    self.t:tween(2, _G, {music_slow_amount = 0}, math.linear, function() music_slow_amount = 0 end)
    self.died_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 32, lines = {
      {text = '[wavy_mid, cbyc]you died...', font = fat_font, alignment = 'center', height_multiplier = 1.25},
    }}
    trigger:tween(2, camera, {x = gw/2, y = gh/2, r = 0}, math.linear, function() camera.x, camera.y, camera.r = gw/2, gh/2, 0 end)
    self.t:after(2, function()
      self.build_text = Text2{group = self.ui, x = 40, y = 20, force_update = true, lines = {{text = "[wavy_mid, fg]your build", font = pixul_font, alignment = 'center'}}}
      for i, unit in ipairs(self.units) do
        CharacterPart{group = self.ui, x = 20, y = 40 + (i-1)*19, character = unit.character, level = unit.level, force_update = true, cant_click = true, parent = self}
        Text2{group = self.ui, x = 20 + 14 + pixul_font:get_text_width(unit.character)/2, y = 40 + (i-1)*19, force_update = true, lines = {
          {text = '[' .. character_color_strings[unit.character] .. ']' .. unit.character, font = pixul_font, alignment = 'left'}
        }}
      end
      for i, passive in ipairs(self.passives) do
        ItemCard{group = self.ui, x = 120 + (i-1)*30, y = 30, w = 30, h = 45, sx = 0.75, sy = 0.75, force_update = true, passive = passive.passive , level = passive.level, xp = passive.xp, parent = self}
      end
      self.death_info_text = Text2{group = self.ui, x = gw/2, y = gh/2, sx = 0.7, sy = 0.7, lines = {
        {text = '[wavy_mid, fg]level reached: [wavy_mid, yellow]' .. self.level, font = fat_font, alignment = 'center'},
      }}
      self.restart_button = Button{group = self.ui, x = gw/2, y = gh/2 + 24, force_update = true, button_text = 'restart run (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}
        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}
    end)
    return true
  end
end


function Arena:endless()
  if self.clicked_loop then return end
  self.clicked_loop = true
  if current_new_game_plus >= 5 then current_new_game_plus = 5
  else current_new_game_plus = current_new_game_plus - 1 end
  if current_new_game_plus < 0 then current_new_game_plus = 0 end
  self.loop = self.loop + 1
  self:transition()
end


function Arena:create_credits()
  local open_url = function(b, url)
    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(url)
  end

  self.close_button = Button{group = self.credits, x = gw - 20, y = 20, button_text = 'x', bg_color = 'bg', fg_color = 'bg10', credits_button = true, action = function()
    trigger:after(0.01, function()
      self.in_credits = false
      if self.credits_button then self.credits_button:on_mouse_exit() end
      for _, object in ipairs(self.credits.objects) do
        object.dead = true
      end
      self.credits:update(0)
    end)
  end}

  self.in_credits = true
  Text2{group = self.credits, x = 60, y = 20, lines = {{text = '[bg10]main dev: ', font = pixul_font}}}
  Button{group = self.credits, x = 117, y = 20, button_text = 'a327ex', fg_color = 'bg10', bg_color = 'bg', credits_button = true, action = function(b) open_url(b, 'https://store.steampowered.com/dev/a327ex/') end}
  Text2{group = self.credits, x = 60, y = 50, lines = {{text = '[bg10]mobile: ', font = pixul_font}}}
  Button{group = self.credits, x = 144, y = 50, button_text = 'David Khachaturov', fg_color = 'bg10', bg_color = 'bg', credits_button = true, action = function(b) open_url(b, 'https://davidobot.net/') end}
  Text2{group = self.credits, x = 60, y = 80, lines = {{text = '[blue]libraries: ', font = pixul_font}}}
  Button{group = self.credits, x = 113, y = 80, button_text = 'love2d', fg_color = 'bluem5', bg_color = 'blue', credits_button = true, action = function(b) open_url(b, 'https://love2d.org') end}
  Button{group = self.credits, x = 170, y = 80, button_text = 'bakpakin', fg_color = 'bluem5', bg_color = 'blue', credits_button = true, action = function(b) open_url(b, 'https://github.com/bakpakin/binser') end}
  Button{group = self.credits, x = 237, y = 80, button_text = 'davisdude', fg_color = 'bluem5', bg_color = 'blue', credits_button = true, action = function(b) open_url(b, 'https://github.com/davisdude/mlib') end}
  Button{group = self.credits, x = 306, y = 80, button_text = 'tesselode', fg_color = 'bluem5', bg_color = 'blue', credits_button = true, action = function(b) open_url(b, 'https://github.com/tesselode/ripple') end}
  Text2{group = self.credits, x = 60, y = 110, lines = {{text = '[green]music: ', font = pixul_font}}}
  Button{group = self.credits, x = 100, y = 110, button_text = 'kubbi', fg_color = 'greenm5', bg_color = 'green', credits_button = true, action = function(b) open_url(b, 'https://kubbimusic.com/album/ember') end}
  Text2{group = self.credits, x = 60, y = 140, lines = {{text = '[yellow]sounds: ', font = pixul_font}}}
  Button{group = self.credits, x = 135, y = 140, button_text = 'sidearm studios', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
    open_url(b, 'https://sidearm-studios.itch.io/ultimate-sound-fx-bundle') end}
  Button{group = self.credits, x = 217, y = 140, button_text = 'justinbw', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
    open_url(b, 'https://freesound.org/people/JustinBW/sounds/80921/') end}
  Button{group = self.credits, x = 279, y = 140, button_text = 'jcallison', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
    open_url(b, 'https://freesound.org/people/jcallison/sounds/258269/') end}
  Button{group = self.credits, x = 342, y = 140, button_text = 'hybrid_v', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
    open_url(b, 'https://freesound.org/people/Hybrid_V/sounds/321215/') end}
  Button{group = self.credits, x = 427, y = 140, button_text = 'womb_affliction', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
    open_url(b, 'https://freesound.org/people/womb_affliction/sounds/376532/') end}
  Button{group = self.credits, x = 106, y = 160, button_text = 'bajko', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
    open_url(b, 'https://freesound.org/people/bajko/sounds/399656/') end}
  Button{group = self.credits, x = 157, y = 160, button_text = 'benzix2', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
    open_url(b, 'https://freesound.org/people/benzix2/sounds/467951/') end}
  Button{group = self.credits, x = 204, y = 160, button_text = 'lord', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
    open_url(b, 'https://store.steampowered.com/developer/T_TGames') end}
  Button{group = self.credits, x = 262, y = 160, button_text = 'InspectorJ', fg_color = 'yellowm5', bg_color = 'yellow', credits_button = true, action = function(b)
    open_url(b, 'https://freesound.org/people/InspectorJ/sounds/458586/') end}
  Text2{group = self.credits, x = 70, y = 190, lines = {{text = '[red]playtesters: ', font = pixul_font}}}
  Button{group = self.credits, x = 130, y = 190, button_text = 'Jofer', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b) 
    open_url(b, 'https://twitter.com/JofersGames') end}
  Button{group = self.credits, x = 172, y = 190, button_text = 'ekun', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b) 
    open_url(b, 'https://twitter.com/ekunenuke') end}
  Button{group = self.credits, x = 224, y = 190, button_text = 'cvisy_GN', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b) 
    open_url(b, 'https://twitter.com/cvisy_GN') end}
  Button{group = self.credits, x = 292, y = 190, button_text = 'Blue Fairy', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b) 
    open_url(b, 'https://twitter.com/blue9fairy') end}
  Button{group = self.credits, x = 362, y = 190, button_text = 'Phil Blank', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b) 
    open_url(b, 'https://twitter.com/PhilBlankGames') end}
  Button{group = self.credits, x = 440, y = 190, button_text = 'DefineDoddy', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b) 
    open_url(b, 'https://twitter.com/DefineDoddy') end}
  Button{group = self.credits, x = 140, y = 210, button_text = 'Ge0force', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b) 
    open_url(b, 'https://twitter.com/Ge0forceBE') end}
  Button{group = self.credits, x = 193, y = 210, button_text = 'Vlad', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b) 
    open_url(b, 'https://twitter.com/thecryru') end}
  Button{group = self.credits, x = 258, y = 210, button_text = 'Yongmin Park', fg_color = 'redm5', bg_color = 'red', credits_button = true, action = function(b) 
    open_url(b, 'https://twitter.com/yongminparks') end}
end


function Arena:gain_gold()
  local merchant
  for _, unit in ipairs(self.starting_units) do
    if unit.character == 'merchant' then
      merchant = true
      break
    end
  end
  self.gold_gained = random:int(level_to_gold_gained[self.level][1], level_to_gold_gained[self.level][2])
  self.interest = math.min(math.floor(gold/5), 5) + math.min((merchant and math.floor(gold/10) or 0), 10)
  gold = gold + self.gold_gained + self.gold_picked_up + self.interest
end


function Arena:transition()
  self.transitioning = true
  if not self.lock then locked_state = nil end
  ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
  TransitionEffect{group = main.transitions, x = self.player.x, y = self.player.y, color = state.dark_transitions and bg[-2] or self.color, transition_action = function(t)
    if self.level % 2 == 0 and self.shop_level < 5 then
      self.shop_xp = self.shop_xp + 1
      local max_xp = 0
      if self.shop_level == 1 then max_xp = 3
      elseif self.shop_level == 2 then max_xp = 4
      elseif self.shop_level == 3 then max_xp = 5
      elseif self.shop_level == 4 then max_xp = 6
      elseif self.shop_level == 5 then max_xp = 0 end
      if self.shop_xp >= max_xp then
        self.shop_xp = 0
        self.shop_level = self.shop_level + 1
      end
      if self.shop_level > 5 then self.shop_level = 5 end
    end
    slow_amount = 1
    music_slow_amount = 1
    main:add(BuyScreen'buy_screen')
    system.save_run(self.level+1, self.loop, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
    main:go_to('buy_screen', self.level+1, self.loop, self.units, self.passives, self.shop_level, self.shop_xp)
    t.t:after(0.1, function()
      t.text:set_text({
        {text = '[nudge_down, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']gold gained: ' .. tostring(self.gold_gained or 0) .. ' + ' .. tostring(self.gold_picked_up or 0), font = pixul_font, 
          alignment = 'center', height_multiplier = 1.5},
        {text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']interest: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5},
        {text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']total: 0', font = pixul_font, alignment = 'center'}
      })
      _G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
      t.t:after(0.2, function()
        t.text:set_text({
          {text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']gold gained: ' .. tostring(self.gold_gained or 0) .. ' + ' .. tostring(self.gold_picked_up or 0), font = pixul_font,
            alignment = 'center', height_multiplier = 1.5},
          {text = '[nudge_down, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']interest: ' .. tostring(self.interest or 0), font = pixul_font, alignment = 'center', height_multiplier = 1.5},
          {text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']total: 0', font = pixul_font, alignment = 'center'}
        })
        _G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
        t.t:after(0.2, function()
          t.text:set_text({
            {text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']gold gained: ' .. tostring(self.gold_gained or 0) .. ' + ' .. tostring(self.gold_picked_up or 0), font = pixul_font,
              alignment = 'center', height_multiplier = 1.5},
            {text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']interest: ' .. tostring(self.interest or 0), font = pixul_font, alignment = 'center', height_multiplier = 1.5},
            {text = '[nudge_down, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']total: ' .. tostring((self.gold_gained or 0) + (self.interest or 0) + (self.gold_picked_up or 0)), font = pixul_font, alignment = 'center'}
          })
          _G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
        end)
      end)
    end)
  end, text = Text({
    {text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']gold gained: 0 + 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5},
    {text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']interest: 0', font = pixul_font, alignment = 'center', height_multiplier = 1.5},
    {text = '[wavy_lower, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']total: 0', font = pixul_font, alignment = 'center'}
  }, global_text_tags)}
end


function Arena:spawn_distributed_enemies()
  self.spawning_enemies = true

  local t = {'4', '4+4', '4+4+4', '2x4', '3x4', '4x2'}
  local spawn_type = t[random:weighted_pick(20, 20, 10, 15, 10, 15)]
  local spawn_points = table.copy(self.spawn_points)
  if spawn_type == '4' then
    local p = random:table_remove(spawn_points)
    SpawnMarker{group = self.effects, x = p.x, y = p.y}
    self.t:after(1.125, function()
      self:spawn_n_enemies(p)
    end)
    self.t:after(2.25, function() self.spawning_enemies = false end, 'spawning_enemies')
  elseif spawn_type == '4+4' then
    local p = random:table_remove(spawn_points)
    SpawnMarker{group = self.effects, x = p.x, y = p.y}
    self.t:after(1.125, function()
      self:spawn_n_enemies(p)
      self.t:after(2, function() self:spawn_n_enemies(p) end)
    end)
    self.t:after(4.25, function() self.spawning_enemies = false end, 'spawning_enemies')
  elseif spawn_type == '4+4+4' then
    local p = random:table_remove(spawn_points)
    SpawnMarker{group = self.effects, x = p.x, y = p.y}
    self.t:after(1.125, function()
      self:spawn_n_enemies(p)
      self.t:after(1, function()
        self:spawn_n_enemies(p)
        self.t:after(1, function()
          self:spawn_n_enemies(p)
        end)
      end)
    end)
    self.t:after(4.25, function() self.spawning_enemies = false end, 'spawning_enemies')
  elseif spawn_type == '2x4' then
    self.t:after({0, 0.2}, function()
      local p = random:table_remove(spawn_points)
      SpawnMarker{group = self.effects, x = p.x, y = p.y}
      self.t:after(1.125, function() self:spawn_n_enemies(p, 1) end)
    end)
    self.t:after({0, 0.2}, function()
      local p = random:table_remove(spawn_points)
      SpawnMarker{group = self.effects, x = p.x, y = p.y}
      self.t:after(1.125, function() self:spawn_n_enemies(p, 2) end)
    end)
    self.t:after(2.25, function() self.spawning_enemies = false end, 'spawning_enemies')
  elseif spawn_type == '3x4' then
    self.t:after({0, 0.2}, function()
      local p = random:table_remove(spawn_points)
      SpawnMarker{group = self.effects, x = p.x, y = p.y}
      self.t:after(1.125, function() self:spawn_n_enemies(p, 1) end)
    end)
    self.t:after({0, 0.2}, function()
      local p = random:table_remove(spawn_points)
      SpawnMarker{group = self.effects, x = p.x, y = p.y}
      self.t:after(1.125, function() self:spawn_n_enemies(p, 2) end)
    end)
    self.t:after({0, 0.2}, function()
      local p = random:table_remove(spawn_points)
      SpawnMarker{group = self.effects, x = p.x, y = p.y}
      self.t:after(1.125, function() self:spawn_n_enemies(p, 3) end)
    end)
    self.t:after(2.25, function() self.spawning_enemies = false end, 'spawning_enemies')
  elseif spawn_type == '4x2' then
    self.t:after({0, 0.2}, function()
      local p = random:table_remove(spawn_points)
      SpawnMarker{group = self.effects, x = p.x, y = p.y}
      self.t:after(1.125, function() self:spawn_n_enemies(p, 1, 2) end)
    end)
    self.t:after({0, 0.2}, function()
      local p = random:table_remove(spawn_points)
      SpawnMarker{group = self.effects, x = p.x, y = p.y}
      self.t:after(1.125, function() self:spawn_n_enemies(p, 2, 2) end)
    end)
    self.t:after({0, 0.2}, function()
      local p = random:table_remove(spawn_points)
      SpawnMarker{group = self.effects, x = p.x, y = p.y}
      self.t:after(1.125, function() self:spawn_n_enemies(p, 3, 2) end)
    end)
    self.t:after({0, 0.2}, function()
      local p = random:table_remove(spawn_points)
      SpawnMarker{group = self.effects, x = p.x, y = p.y}
      self.t:after(1.125, function() self:spawn_n_enemies(p, 4, 2) end)
    end)
    self.t:after(2.25, function() self.spawning_enemies = false end, 'spawning_enemies')
  end
end


function Arena:spawn_n_enemies(p, j, n, pass)
  if self.died then return end
  if self.arena_clear_text then return end
  if self.quitting then return end
  if self.won then return end
  if self.choosing_passives then return end
  if n and n <= 0 then return end

  j = j or 1
  n = n or 4
  self.last_spawn_enemy_time = love.timer.getTime()
  local check_circle = Circle(0, 0, 2)
  self.t:every(0.1, function()
    local o = self.spawn_offsets[(self.t:get_every_iteration('spawn_enemies_' .. j) % 5) + 1]
    SpawnEffect{group = self.effects, x = p.x + o.x, y = p.y + o.y, action = function(x, y)
      spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15}
      if not pass then
        check_circle:move_to(x, y)
        local objects = self.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Player, Sentry, Automaton, Bomb, Volcano, Saboteur, Pet, Turret})
        if #objects > 0 then self.enemy_spawns_prevented = self.enemy_spawns_prevented + 1; return end
      end

      if random:bool(table.reduce(level_to_elite_spawn_weights[self.level], function(memo, v) return memo + v end)) then
        local elite_type = level_to_elite_spawn_types[self.level][random:weighted_pick(unpack(level_to_elite_spawn_weights[self.level]))]
        Seeker{group = self.main, x = x, y = y, character = 'seeker', level = self.level,
          speed_booster = elite_type == 'speed_booster', exploder = elite_type == 'exploder', shooter = elite_type == 'shooter', headbutter = elite_type == 'headbutter', tank = elite_type == 'tank', spawner = elite_type == 'spawner'}
      else
        Seeker{group = self.main, x = x, y = y, character = 'seeker', level = self.level}
      end
    end}
  end, n, nil, 'spawn_enemies_' .. j)
end



CharacterHP = Object:extend()
CharacterHP:implement(GameObject)
function CharacterHP:init(args)
  self:init_game_object(args)
  self.hfx:add('hit', 1)
  self.cooldown_ratio = 0
end


function CharacterHP:update(dt)
  self:update_game_object(dt)
  local t, d = self.parent.t:get_timer_and_delay'shoot'
  if t and d then
    local m = self.parent.t:get_every_multiplier'shoot'
    self.cooldown_ratio = math.min(t/(d*m), 1)
  end
  local t, d = self.parent.t:get_timer_and_delay'attack'
  if t and d then
    local m = self.parent.t:get_every_multiplier'attack'
    self.cooldown_ratio = math.min(t/(d*m), 1)
  end
  local t, d = self.parent.t:get_timer_and_delay'heal'
  if t and d then self.cooldown_ratio = math.min(t/d, 1) end
  local t, d = self.parent.t:get_timer_and_delay'buff'
  if t and d then self.cooldown_ratio = math.min(t/d, 1) end
  local t, d = self.parent.t:get_timer_and_delay'spawn'
  if t and d then self.cooldown_ratio = math.min(t/d, 1) end
end


function CharacterHP:draw()
  graphics.push(self.x, self.y, 0, self.hfx.hit.x, self.hfx.hit.x)
    graphics.rectangle(self.x, self.y - 2, 14, 4, 2, 2, self.parent.dead and bg[5] or (self.hfx.hit.f and fg[0] or _G[character_color_strings[self.parent.character]][-2]), 2)
    if self.parent.hp > 0 then
      graphics.rectangle2(self.x - 7, self.y - 4, 14*(self.parent.hp/self.parent.max_hp), 4, nil, nil, self.parent.dead and bg[5] or (self.hfx.hit.f and fg[0] or _G[character_color_strings[self.parent.character]][-2]))
    end
    if not self.parent.dead then
      graphics.line(self.x - 8, self.y + 5, self.x - 8 + 15.5*self.cooldown_ratio, self.y + 5, self.hfx.hit.f and fg[0] or _G[character_color_strings[self.parent.character]][-2], 2)
    end
  graphics.pop()

  if state.cooldown_snake then
    if table.any(non_cooldown_characters, function(v) return v == self.parent.character end) then return end
    local p = self.parent
    graphics.push(p.x, p.y, 0, self.hfx.hit.x, self.hfx.hit.y)
      if not p.dead then
        graphics.line(p.x - 4, p.y + 8, p.x - 4 + 8, p.y + 8, self.hfx.hit.f and fg[0] or bg[-2], 2)
        graphics.line(p.x - 4, p.y + 8, p.x - 4 + 8*self.cooldown_ratio, p.y + 8, self.hfx.hit.f and fg[0] or _G[character_color_strings[p.character]][-2], 2)
      end
    graphics.pop()
  end
end


function CharacterHP:change_hp()
  self.hfx:use('hit', 0.5)
end
