1
-- player = 300 accel, 400 velLimit
5
image = 'data/enemy.png',
6
maxVelocity = {x=velLimit,y=velLimit},
7
minVelocity = {x=-velLimit, y=-velLimit},
10
onNew = function (self)
11
self.thrust = Tile:new{image = 'data/thrust.png'}
12
--the.app.view:add(self.thrust)
13
self.shield = Shield:new{ship = self}
17
onStartFrame = function (self)
19
local tvec = vector.new(self.target.x - self.x,
20
self.target.y - self.y)
23
local tAngle = math.atan2(tvec.y, tvec.x)
24
local aDiff = self.rotation - tAngle
26
while aDiff < (-math.pi) do
27
--print(aDiff .. ' < -π')
28
aDiff = aDiff + 2 * math.pi
30
while aDiff > math.pi do
31
--print(aDiff .. ' > π')
32
aDiff = aDiff - 2 * math.pi
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)
40
--print('not rotating')
41
self.velocity.rotation = 0
44
if self.state == 'combat' and not the.player.active then
45
self.state = 'patrolling'
48
local pdist2 = vector.new(the.player.x - self.x,
49
the.player.y - self.y):len2()
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
55
self.target = the.player
57
elseif pdist2 > (3 * the.app.width)^2 then
58
if self.state == 'combat' then
59
self.state = 'patrolling'
64
local tdist2 = tvec:len2()
66
if tdist2 > 400^2 then
67
self.acceleration = vector.new(300, 0)
68
self.acceleration:rotate_inplace(self.rotation)
69
self.thrust.visible = true
71
self.acceleration = {x=0, y=0}
72
self.thrust.visible = false
75
if tdist2 < 400^2 then
76
if self.state == 'patrolling' then
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
83
x = self.x + self.width / 2,
84
y = self.y + self.height / 2,
85
rotation = self.rotation,
88
self.lastFired = love.timer.getTime()
94
onUpdate = function(self)
95
self.thrust.x = self.x - self.width
96
self.thrust.y = self.y
97
self.thrust.rotation = self.rotation
99
onCollide = function (self, other)
100
if other:instanceOf(Bullet) and other.source ~= self then
101
if self.shield.strength == 0 then
103
the.app.view:add( Boom:new {
106
velocity = { rotation = 5 }
112
the.enemies:remove(self)
113
the.app.view:remove(self.thrust)
114
the.app.view:remove(self.shield)
116
-- and add a new enemy somewhere else...
117
local e = Enemy:new{x = math.random(the.bg.width),
118
y = math.random(the.bg.height)}
120
the.view:add(e.thrust)
121
the.view:add(e.shield)
127
the.bullets:remove(other)
130
chooseTarget = function (self)
132
x = math.random(the.bg.width),
133
y = math.random(the.bg.height)
b'\\ No newline at end of file'