1
local accelLimit = 300 * 2 -- same as the player, yes?
2
local velLimit = 600 -- same as player
3
3
Enemy = Tile:extend {
4
4
image = 'data/enemy.png',
5
5
maxVelocity = {x=velLimit,y=velLimit},
6
6
minVelocity = {x=-velLimit, y=-velLimit},
9
onNew = function (self)
10
self.thrust = Tile:new{image = 'data/thrust.png'}
11
--the.app.view:add(self.thrust)
12
self.shield = Shield:new{ship = self}
16
onStartFrame = function (self)
18
local tvec = vector.new(self.target.x - self.x,
19
self.target.y - self.y)
22
local tAngle = math.atan2(tvec.y, tvec.x)
23
local aDiff = self.rotation - tAngle
25
while aDiff < (-math.pi) do
26
--print(aDiff .. ' < -π')
27
aDiff = aDiff + 2 * math.pi
29
while aDiff > math.pi do
30
--print(aDiff .. ' > π')
31
aDiff = aDiff - 2 * math.pi
34
if math.abs(aDiff) > 0.1 then
35
-- rotation really shouldn't be negative. I
36
-- don't understand why that is. :\
37
self.velocity.rotation = -2 * util.signOf(aDiff)
39
--print('not rotating')
40
self.velocity.rotation = 0
43
if self.state == 'combat' and not the.player.active then
44
self.state = 'patrolling'
47
local pdist2 = vector.new(the.player.x - self.x,
48
the.player.y - self.y):len2()
50
if pdist2 < (the.app.width / 2)^2 then
51
-- if player is roughly on enemy's screen
52
if self.state == 'patrolling' and the.player.active then
54
self.target = the.player
56
elseif pdist2 > (3 * the.app.width)^2 then
57
if self.state == 'combat' then
58
self.state = 'patrolling'
63
local tdist2 = tvec:len2()
65
if tdist2 > 400^2 then
66
self.acceleration = vector.new(300, 0)
67
self.acceleration:rotate_inplace(self.rotation)
68
self.thrust.visible = true
70
self.acceleration = {x=0, y=0}
71
self.thrust.visible = false
74
if tdist2 < 400^2 then
75
if self.state == 'patrolling' then
77
elseif self.state == 'combat' then
78
if math.abs(aDiff) < 0.5 * math.pi and
79
love.timer.getTime() - self.lastFired > 0.25 then
82
x = self.x + self.width / 2,
83
y = self.y + self.height / 2,
84
rotation = self.rotation,
87
self.lastFired = love.timer.getTime()
93
7
onUpdate = function(self)
94
self.thrust.x = self.x - self.width
95
self.thrust.y = self.y
96
self.thrust.rotation = self.rotation
98
onCollide = function (self, other)
99
if other:instanceOf(Bullet) and other.source ~= self then
100
if self.shield.strength == 0 then
102
the.app.view:add( Boom:new {
105
velocity = { rotation = 5 }
111
the.enemies:remove(self)
112
the.app.view:remove(self.thrust)
113
the.app.view:remove(self.shield)
115
-- and add a new enemy somewhere else...
116
local e = Enemy:new{x = math.random(the.bg.width),
117
y = math.random(the.bg.height)}
119
the.view:add(e.thrust)
120
the.view:add(e.shield)
126
the.bullets:remove(other)
129
chooseTarget = function (self)
131
x = math.random(the.bg.width),
132
y = math.random(the.bg.height)
8
-- find where player is relative to us
9
local dx = the.player.x - self.x
10
local dy = the.player.y - self.y
13
if math.abs(dx) > math.abs(accelLimit) then
14
ax = accelLimit * util.signOf(dx)
15
ay = accelLimit * math.abs(dx) / dy
16
elseif math.abs(dy) > math.abs(accelLimit) then
17
ay = accelLimit * util.signOf(dy)
18
ax = accelLimit * math.abs(dy) / dx
21
self.acceleration.x = ax
22
self.acceleration.y = ay
24
self.rotation = math.atan2(self.velocity.y, self.velocity.x)
b'\\ No newline at end of file'