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Viewing changes to enemy.lua

  • Committer: Josh C
  • Date: 2013-05-09 01:12:28 UTC
  • Revision ID: josh@9ix.org-20130509011228-7rp3uenr6lmpfwt8
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local accelLimit = 150
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local velLimit = 300
 
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local accelLimit = 300 * 2 -- same as the player, yes?
 
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local velLimit = 600 -- same as player
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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},
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   lastFired = 0,
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   state = 'patrolling',
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   onNew = function (self)
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              self.thrust = Tile:new{image = 'data/thrust.png'}
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              --the.app.view:add(self.thrust)
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              self.shield = Shield:new{ship = self}
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              self:chooseTarget()
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           end,
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   onStartFrame = function (self)
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                     local tvec = vector.new(self.target.x - self.x,
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                                             self.target.y - self.y)
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                     local tAngle = math.atan2(tvec.y, tvec.x)
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                     local aDiff = self.rotation - tAngle
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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
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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
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                        if self.state == 'patrolling' and the.player.active and not the.player.onPlanet then
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                           self.state = 'combat'
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                           self.target = the.player
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                        end
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                     elseif pdist2 > (3 * the.app.width)^2 then
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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
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                        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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                     if tdist2 < 400^2 then
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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
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                     end
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                  end,
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   onUpdate = function(self)
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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,
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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)
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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)
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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
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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
 
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                 -- find where player is relative to us
 
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                 local dx = the.player.x - self.x
 
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                 local dy = the.player.y - self.y
 
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                 local ax, ay = dx, dy
 
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                 if math.abs(dx) > math.abs(accelLimit) then
 
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                    ax = accelLimit * util.signOf(dx)
 
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                    ay = accelLimit * math.abs(dx) / dy
 
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                 elseif math.abs(dy) > math.abs(accelLimit) then
 
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                    ay = accelLimit * util.signOf(dy)
 
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                    ax = accelLimit * math.abs(dy) / dx
 
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                 end
 
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                 self.acceleration.x = ax
 
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                 self.acceleration.y = ay
 
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                 self.rotation = math.atan2(self.velocity.y, self.velocity.x)
 
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              end
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}
 
 
b'\\ No newline at end of file'