/traderous

To get this branch, use:
bzr branch http://9ix.org/bzr/traderous

« back to all changes in this revision

Viewing changes to enemy.lua

  • Committer: Josh C
  • Date: 2013-06-23 02:28:12 UTC
  • Revision ID: josh@9ix.org-20130623022812-zhz3azvff45bgsw1
bigger space, slower movement, maintain enemy density

Show diffs side-by-side

added added

removed removed

Lines of Context:
1
1
-- player = 300 accel, 400 velLimit
2
2
local accelLimit = 150
3
 
local velLimit = 200
 
3
local velLimit = 300
4
4
Enemy = Tile:extend {
5
5
   image = 'data/enemy.png',
6
6
   maxVelocity = {x=velLimit,y=velLimit},
7
7
   minVelocity = {x=-velLimit, y=-velLimit},
8
8
   lastFired = 0,
 
9
   state = 'patrolling',
9
10
   onNew = function (self)
10
11
              self.thrust = Tile:new{image = 'data/thrust.png'}
11
12
              --the.app.view:add(self.thrust)
 
13
              self.shield = Shield:new{ship = self}
 
14
 
 
15
              self:chooseTarget()
12
16
           end,
13
17
   onStartFrame = function (self)
14
18
 
15
 
                     local pvec = vector.new(the.player.x - self.x,
16
 
                                             the.player.y - self.y)
17
 
 
18
 
                     self.rotation = math.atan2(pvec.y, pvec.x)
19
 
 
20
 
                     local pdist2 = pvec:len2()
21
 
 
22
 
                     if pdist2 > 400^2 then -- ... if player dist > 64?
 
19
                     local tvec = vector.new(self.target.x - self.x,
 
20
                                             self.target.y - self.y)
 
21
 
 
22
 
 
23
                     local tAngle = math.atan2(tvec.y, tvec.x)
 
24
                     local aDiff = self.rotation - tAngle
 
25
 
 
26
                     while aDiff < (-math.pi) do
 
27
                        --print(aDiff .. ' < -π')
 
28
                        aDiff = aDiff + 2 * math.pi
 
29
                     end
 
30
                     while aDiff > math.pi do
 
31
                        --print(aDiff .. ' > π')
 
32
                        aDiff = aDiff - 2 * math.pi
 
33
                     end
 
34
 
 
35
                     if math.abs(aDiff) > 0.1 then
 
36
                        -- rotation really shouldn't be negative.  I
 
37
                        -- don't understand why that is.  :\
 
38
                        self.velocity.rotation = -2 * util.signOf(aDiff)
 
39
                     else
 
40
                        --print('not rotating')
 
41
                        self.velocity.rotation = 0
 
42
                     end
 
43
 
 
44
                     if self.state == 'combat' and not the.player.active then
 
45
                        self.state = 'patrolling'
 
46
                     end
 
47
 
 
48
                     local pdist2 = vector.new(the.player.x - self.x,
 
49
                                               the.player.y - self.y):len2()
 
50
 
 
51
                     if pdist2 < (the.app.width / 2)^2 then
 
52
                        -- if player is roughly on enemy's screen
 
53
                        if self.state == 'patrolling' and the.player.active then
 
54
                           self.state = 'combat'
 
55
                           self.target = the.player
 
56
                        end
 
57
                     elseif pdist2 > (3 * the.app.width)^2 then
 
58
                        if self.state == 'combat' then
 
59
                           self.state = 'patrolling'
 
60
                           self:chooseTarget()
 
61
                        end
 
62
                     end
 
63
 
 
64
                     local tdist2 = tvec:len2()
 
65
 
 
66
                     if tdist2 > 400^2 then
23
67
                        self.acceleration = vector.new(300, 0)
24
68
                        self.acceleration:rotate_inplace(self.rotation)
25
69
                        self.thrust.visible = true
28
72
                        self.thrust.visible = false
29
73
                     end
30
74
 
31
 
                     if pdist2 < 400^2 and
32
 
                       love.timer.getTime() - self.lastFired > 0.25 then
33
 
                       --print('pew')
34
 
                         b = Bullet:new{
35
 
                            x = self.x + self.width / 2,
36
 
                            y = self.y + self.height / 2,
37
 
                            rotation = self.rotation
38
 
                         }
39
 
                         self.lastFired = love.timer.getTime()
 
75
                     if tdist2 < 400^2 then
 
76
                        if self.state == 'patrolling' then
 
77
                           self:chooseTarget()
 
78
                        elseif self.state == 'combat' then
 
79
                           if math.abs(aDiff) < 0.5 * math.pi and
 
80
                             love.timer.getTime() - self.lastFired > 0.25 then
 
81
                             --print('pew')
 
82
                               b = Bullet:new{
 
83
                                  x = self.x + self.width / 2,
 
84
                                  y = self.y + self.height / 2,
 
85
                                  rotation = self.rotation,
 
86
                                  source = self
 
87
                               }
 
88
                               self.lastFired = love.timer.getTime()
 
89
                            end
 
90
                        end
40
91
                     end
41
92
 
42
93
                  end,
45
96
                 self.thrust.y = self.y
46
97
                 self.thrust.rotation = self.rotation
47
98
              end,
48
 
 
 
99
   onCollide = function (self, other)
 
100
                  if other:instanceOf(Bullet) and other.source ~= self then
 
101
                     if self.shield.strength == 0 then
 
102
                        -- die
 
103
                        the.app.view:add( Boom:new {
 
104
                                             x = self.x,
 
105
                                             y = self.y,
 
106
                                             velocity = { rotation = 5 }
 
107
                                          })
 
108
 
 
109
                        self:die()
 
110
                        self.thrust:die()
 
111
                        self.shield:die()
 
112
                        the.enemies:remove(self)
 
113
                        the.app.view:remove(self.thrust)
 
114
                        the.app.view:remove(self.shield)
 
115
                     else
 
116
                        self.shield:onHit()
 
117
                     end
 
118
 
 
119
                     other:die()
 
120
                     the.bullets:remove(other)
 
121
                  end
 
122
               end,
 
123
   chooseTarget = function (self)
 
124
                     self.target = {
 
125
                        x = math.random(the.bg.width),
 
126
                        y = math.random(the.bg.height)
 
127
                     }
 
128
                  end
49
129
}
 
 
b'\\ No newline at end of file'