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'}
11
--the.app.view:add(self.thrust)
12
self.shield = Shield:new{ship = self}
14
onStartFrame = function (self)
16
local pvec = vector.new(the.player.x - self.x,
17
the.player.y - self.y)
20
local pAngle = math.atan2(pvec.y, pvec.x)
21
local aDiff = self.rotation - pAngle
23
while aDiff < (-math.pi) do
24
--print(aDiff .. ' < -π')
25
aDiff = aDiff + 2 * math.pi
27
while aDiff > math.pi do
28
--print(aDiff .. ' > π')
29
aDiff = aDiff - 2 * math.pi
32
if math.abs(aDiff) > 0.1 then
33
-- rotation really shouldn't be negative. I
34
-- don't understand why that is. :\
35
self.velocity.rotation = -2 * util.signOf(aDiff)
37
--print('not rotating')
38
self.velocity.rotation = 0
41
local pdist2 = pvec:len2()
43
if pdist2 > 400^2 then -- ... if player dist > 64?
44
self.acceleration = vector.new(300, 0)
45
self.acceleration:rotate_inplace(self.rotation)
46
self.thrust.visible = true
48
self.acceleration = {x=0, y=0}
49
self.thrust.visible = false
52
if math.abs(aDiff) < 0.5 * math.pi and
54
love.timer.getTime() - self.lastFired > 0.25 then
57
x = self.x + self.width / 2,
58
y = self.y + self.height / 2,
59
rotation = self.rotation,
62
self.lastFired = love.timer.getTime()
66
onUpdate = function(self)
67
self.thrust.x = self.x - self.width
68
self.thrust.y = self.y
69
self.thrust.rotation = self.rotation
71
onCollide = function (self, other)
72
if other:instanceOf(Bullet) and other.source ~= self then
73
if self.shield.strength == 0 then
75
the.app.view:add( Boom:new {
78
velocity = { rotation = 5 }
84
the.enemies:remove(self)
85
the.app.view:remove(self.thrust)
86
the.app.view:remove(self.shield)
92
the.bullets:remove(other)
b'\\ No newline at end of file'