1
local accelLimit = 300 * 2 -- same as the player, yes?
2
local velLimit = 600 -- same as player
1
-- player = 300 accel, 400 velLimit
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4
Enemy = Tile:extend {
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5
image = 'data/enemy.png',
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maxVelocity = {x=velLimit,y=velLimit},
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7
minVelocity = {x=-velLimit, y=-velLimit},
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onNew = function (self)
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self.thrust = Tile:new{image = 'data/thrust.png'}
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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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self.rotation = math.atan2(pvec.y, pvec.x)
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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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self.acceleration = {x=0, y=0}
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self.thrust.visible = false
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love.timer.getTime() - self.lastFired > 0.25 then
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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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self.lastFired = love.timer.getTime()
7
42
onUpdate = function(self)
8
-- 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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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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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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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
b'\\ No newline at end of file'