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Viewing changes to enemy.lua

  • Committer: Josh C
  • Date: 2013-06-26 00:45:08 UTC
  • Revision ID: josh@9ix.org-20130626004508-6in13i6vjpu77els
give planets names

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-- player = 300 accel, 400 velLimit
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local accelLimit = 150
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local velLimit = 200
 
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local velLimit = 300
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Enemy = Tile:extend {
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   image = 'data/enemy.png',
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   maxVelocity = {x=velLimit,y=velLimit},
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   minVelocity = {x=-velLimit, y=-velLimit},
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   lastFired = 0,
 
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   state = 'patrolling',
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   onNew = function (self)
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              self.thrust = Tile:new{image = 'data/thrust.png'}
 
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              --the.app.view:add(self.thrust)
 
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              self.shield = Shield:new{ship = self}
 
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              self:chooseTarget()
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           end,
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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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                     local tvec = vector.new(self.target.x - self.x,
 
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                                             self.target.y - self.y)
 
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                     local tAngle = math.atan2(tvec.y, tvec.x)
 
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                     local aDiff = self.rotation - tAngle
 
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                     while aDiff < (-math.pi) do
 
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                        --print(aDiff .. ' < -π')
 
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                        aDiff = aDiff + 2 * math.pi
 
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                     end
 
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                     while aDiff > math.pi do
 
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                        --print(aDiff .. ' > π')
 
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                        aDiff = aDiff - 2 * math.pi
 
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                     end
 
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                     if math.abs(aDiff) > 0.1 then
 
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                        -- rotation really shouldn't be negative.  I
 
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                        -- don't understand why that is.  :\
 
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                        self.velocity.rotation = -2 * util.signOf(aDiff)
 
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                     else
 
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                        --print('not rotating')
 
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                        self.velocity.rotation = 0
 
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                     end
 
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                     if self.state == 'combat' and not the.player.active then
 
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                        self.state = 'patrolling'
 
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                     end
 
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                     local pdist2 = vector.new(the.player.x - self.x,
 
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                                               the.player.y - self.y):len2()
 
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                     if pdist2 < (the.app.width / 2)^2 then
 
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                        -- if player is roughly on enemy's screen
 
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                        if self.state == 'patrolling' and the.player.active then
 
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                           self.state = 'combat'
 
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                           self.target = the.player
 
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                        end
 
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                     elseif pdist2 > (3 * the.app.width)^2 then
 
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                        if self.state == 'combat' then
 
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                           self.state = 'patrolling'
 
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                           self:chooseTarget()
 
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                        end
 
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                     end
 
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                     local tdist2 = tvec:len2()
 
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                     if tdist2 > 400^2 then
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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.thrust.visible = false
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                     end
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                     if pdist2 < 400^2 and
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                       love.timer.getTime() - self.lastFired > 0.25 then
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                       --print('pew')
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                         b = Bullet:new{
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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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                         }
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                         self.lastFired = love.timer.getTime()
 
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                     if tdist2 < 400^2 then
 
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                        if self.state == 'patrolling' then
 
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                           self:chooseTarget()
 
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                        elseif self.state == 'combat' then
 
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                           if math.abs(aDiff) < 0.5 * math.pi and
 
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                             love.timer.getTime() - self.lastFired > 0.25 then
 
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                             --print('pew')
 
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                               b = Bullet:new{
 
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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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                                  source = self
 
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                               }
 
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                               self.lastFired = love.timer.getTime()
 
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                            end
 
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                        end
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                     end
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                  end,
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                 self.thrust.y = self.y
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                 self.thrust.rotation = self.rotation
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              end,
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   onCollide = function (self, other)
 
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                  if other:instanceOf(Bullet) and other.source ~= self then
 
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                     if self.shield.strength == 0 then
 
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                        -- die
 
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                        the.app.view:add( Boom:new {
 
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                                             x = self.x,
 
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                                             y = self.y,
 
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                                             velocity = { rotation = 5 }
 
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                                          })
 
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                        self:die()
 
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                        self.thrust:die()
 
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                        self.shield:die()
 
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                        the.enemies:remove(self)
 
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                        the.app.view:remove(self.thrust)
 
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                        the.app.view:remove(self.shield)
 
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                        -- and add a new enemy somewhere else...
 
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                        local e = Enemy:new{x = math.random(the.bg.width),
 
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                                            y = math.random(the.bg.height)}
 
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                        the.enemies:add(e)
 
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                        the.view:add(e.thrust)
 
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                        the.view:add(e.shield)
 
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                     else
 
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                        self.shield:onHit()
 
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                     end
 
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                     other:die()
 
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                     the.bullets:remove(other)
 
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                  end
 
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               end,
 
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   chooseTarget = function (self)
 
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                     self.target = {
 
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                        x = math.random(the.bg.width),
 
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                        y = math.random(the.bg.height)
 
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                     }
 
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                  end
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}
 
 
b'\\ No newline at end of file'