/traderous

To get this branch, use:
bzr branch /bzr/traderous
65 by Josh C
enemy is back
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-- player = 300 accel, 400 velLimit
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local accelLimit = 150
75 by Josh C
bigger space, slower movement, maintain enemy density
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local velLimit = 300
7 by Josh C
enemy
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Enemy = Tile:extend {
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   image = 'data/enemy.png',
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   maxVelocity = {x=velLimit,y=velLimit},
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   minVelocity = {x=-velLimit, y=-velLimit},
65 by Josh C
enemy is back
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   lastFired = 0,
71 by Josh C
enemy "patrol path" (pick random destination)
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   state = 'patrolling',
65 by Josh C
enemy is back
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   onNew = function (self)
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              self.thrust = Tile:new{image = 'data/thrust.png'}
66 by Josh C
enemy thrust
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              --the.app.view:add(self.thrust)
69 by Josh C
enemy shields and death
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              self.shield = Shield:new{ship = self}
71 by Josh C
enemy "patrol path" (pick random destination)
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              self:chooseTarget()
65 by Josh C
enemy is back
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           end,
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   onStartFrame = function (self)
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72 by Josh C
add enemy state switch
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                     local tvec = vector.new(self.target.x - self.x,
71 by Josh C
enemy "patrol path" (pick random destination)
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                                             self.target.y - self.y)
65 by Josh C
enemy is back
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67 by Josh C
rotate enemy ship slower
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72 by Josh C
add enemy state switch
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                     local tAngle = math.atan2(tvec.y, tvec.x)
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                     local aDiff = self.rotation - tAngle
67 by Josh C
rotate enemy ship slower
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                     while aDiff < (-math.pi) do
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                        --print(aDiff .. ' < -π')
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                        aDiff = aDiff + 2 * math.pi
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                     end
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                     while aDiff > math.pi do
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                        --print(aDiff .. ' > π')
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                        aDiff = aDiff - 2 * math.pi
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                     end
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                     if math.abs(aDiff) > 0.1 then
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                        -- rotation really shouldn't be negative.  I
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                        -- don't understand why that is.  :\
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                        self.velocity.rotation = -2 * util.signOf(aDiff)
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                     else
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                        --print('not rotating')
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                        self.velocity.rotation = 0
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                     end
65 by Josh C
enemy is back
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72 by Josh C
add enemy state switch
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                     if self.state == 'combat' and not the.player.active then
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                        self.state = 'patrolling'
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                     end
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                     local pdist2 = vector.new(the.player.x - self.x,
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                                               the.player.y - self.y):len2()
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                     if pdist2 < (the.app.width / 2)^2 then
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                        -- if player is roughly on enemy's screen
89 by Josh C
"safe" zone on planets - no new enemies will track you if you're there.
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                        if self.state == 'patrolling' and the.player.active and not the.player.onPlanet then
72 by Josh C
add enemy state switch
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                           self.state = 'combat'
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                           self.target = the.player
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                        end
75 by Josh C
bigger space, slower movement, maintain enemy density
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                     elseif pdist2 > (3 * the.app.width)^2 then
72 by Josh C
add enemy state switch
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                        if self.state == 'combat' then
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                           self.state = 'patrolling'
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                           self:chooseTarget()
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                        end
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                     end
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                     local tdist2 = tvec:len2()
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                     if tdist2 > 400^2 then
65 by Josh C
enemy is back
67
                        self.acceleration = vector.new(300, 0)
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                        self.acceleration:rotate_inplace(self.rotation)
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                        self.thrust.visible = true
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                     else
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                        self.acceleration = {x=0, y=0}
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                        self.thrust.visible = false
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                     end
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72 by Josh C
add enemy state switch
75
                     if tdist2 < 400^2 then
71 by Josh C
enemy "patrol path" (pick random destination)
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                        if self.state == 'patrolling' then
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                           self:chooseTarget()
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                        elseif self.state == 'combat' then
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                           if math.abs(aDiff) < 0.5 * math.pi and
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                             love.timer.getTime() - self.lastFired > 0.25 then
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                             --print('pew')
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                               b = Bullet:new{
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                                  x = self.x + self.width / 2,
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                                  y = self.y + self.height / 2,
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                                  rotation = self.rotation,
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                                  source = self
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                               }
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                               self.lastFired = love.timer.getTime()
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                            end
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                        end
65 by Josh C
enemy is back
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                     end
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                  end,
7 by Josh C
enemy
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   onUpdate = function(self)
65 by Josh C
enemy is back
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                 self.thrust.x = self.x - self.width
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                 self.thrust.y = self.y
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                 self.thrust.rotation = self.rotation
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              end,
69 by Josh C
enemy shields and death
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   onCollide = function (self, other)
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                  if other:instanceOf(Bullet) and other.source ~= self then
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                     if self.shield.strength == 0 then
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                        -- die
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                        the.app.view:add( Boom:new {
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                                             x = self.x,
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                                             y = self.y,
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                                             velocity = { rotation = 5 }
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                                          })
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                        self:die()
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                        self.thrust:die()
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                        self.shield:die()
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                        the.enemies:remove(self)
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                        the.app.view:remove(self.thrust)
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                        the.app.view:remove(self.shield)
80 by Josh C
respawn enemies
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94 by Josh C
track kills
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                        if other.source == the.player then
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                           the.player.kills = the.player.kills + 1
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                        end
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80 by Josh C
respawn enemies
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                        -- and add a new enemy somewhere else...
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                        local e = Enemy:new{x = math.random(the.bg.width),
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                                            y = math.random(the.bg.height)}
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                        the.enemies:add(e)
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                        the.view:add(e.thrust)
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                        the.view:add(e.shield)
69 by Josh C
enemy shields and death
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                     else
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                        self.shield:onHit()
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                     end
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                     other:die()
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                     the.bullets:remove(other)
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                  end
71 by Josh C
enemy "patrol path" (pick random destination)
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               end,
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   chooseTarget = function (self)
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                     self.target = {
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                        x = math.random(the.bg.width),
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                        y = math.random(the.bg.height)
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                     }
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                  end
7 by Josh C
enemy
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}