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Viewing changes to enemy.lua

  • Committer: Josh C
  • Date: 2013-05-04 22:53:27 UTC
  • Revision ID: josh@9ix.org-20130504225327-dsc1gi3ri96h50s2
trying some movement styles.  derivatives on crystal quest movement.

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local accelLimit = 150
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local velLimit = 200
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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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   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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           end,
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   onStartFrame = function (self)
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                     local pvec = vector.new(the.player.x - self.x,
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                                             the.player.y - self.y)
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                     local pAngle = math.atan2(pvec.y, pvec.x)
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                     local aDiff = self.rotation - pAngle
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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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                     local pdist2 = pvec:len2()
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                     if pdist2 > 400^2 then -- ... if player dist > 64?
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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 math.abs(aDiff) < 0.5 * math.pi and
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                       pdist2 < 400^2 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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                         }
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                         self.lastFired = love.timer.getTime()
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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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}
 
 
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