1
-- player = 300 accel, 400 velLimit
5
image = 'data/enemy.png',
6
maxVelocity = {x=velLimit,y=velLimit},
7
minVelocity = {x=-velLimit, y=-velLimit},
9
onNew = function (self)
10
self.thrust = Tile:new{image = 'data/thrust.png'}
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--the.app.view:add(self.thrust)
13
onStartFrame = function (self)
15
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
22
while aDiff < (-math.pi) do
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--print(aDiff .. ' < -π')
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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')
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self.velocity.rotation = 0
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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
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,
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y = self.y + self.height / 2,
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rotation = self.rotation
60
self.lastFired = love.timer.getTime()
64
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
b'\\ No newline at end of file'