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},
8
onNew = function (self)
9
self.thrust = Tile:new{image = 'data/thrust.png'}
10
--the.app.view:add(self.thrust)
11
self.shield = Shield:new{ship = self}
13
onStartFrame = function (self)
15
local pvec = vector.new(the.player.x - self.x,
16
the.player.y - self.y)
19
local pAngle = math.atan2(pvec.y, pvec.x)
20
local aDiff = self.rotation - pAngle
22
while aDiff < (-math.pi) do
23
--print(aDiff .. ' < -π')
24
aDiff = aDiff + 2 * math.pi
26
while aDiff > math.pi do
27
--print(aDiff .. ' > π')
28
aDiff = aDiff - 2 * math.pi
31
if math.abs(aDiff) > 0.1 then
32
-- rotation really shouldn't be negative. I
33
-- don't understand why that is. :\
34
self.velocity.rotation = -2 * util.signOf(aDiff)
36
--print('not rotating')
37
self.velocity.rotation = 0
40
local pdist2 = pvec:len2()
42
if pdist2 > 400^2 then -- ... if player dist > 64?
43
self.acceleration = vector.new(300, 0)
44
self.acceleration:rotate_inplace(self.rotation)
45
self.thrust.visible = true
47
self.acceleration = {x=0, y=0}
48
self.thrust.visible = false
51
if math.abs(aDiff) < 0.5 * math.pi and
53
love.timer.getTime() - self.lastFired > 0.25 then
56
x = self.x + self.width / 2,
57
y = self.y + self.height / 2,
58
rotation = self.rotation,
61
self.lastFired = love.timer.getTime()
65
7
onUpdate = function(self)
66
self.thrust.x = self.x - self.width
67
self.thrust.y = self.y
68
self.thrust.rotation = self.rotation
70
onCollide = function (self, other)
71
if other:instanceOf(Bullet) and other.source ~= self then
72
if self.shield.strength == 0 then
74
the.app.view:add( Boom:new {
77
velocity = { rotation = 5 }
83
the.enemies:remove(self)
84
the.app.view:remove(self.thrust)
85
the.app.view:remove(self.shield)
91
the.bullets:remove(other)
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'