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Viewing changes to enemy.lua

  • Committer: Josh C
  • Date: 2013-06-30 21:40:01 UTC
  • Revision ID: josh@9ix.org-20130630214001-qb2ykjjrolqm1mzx
recenter mouse on respawn

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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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           end,
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   onStartFrame = function (self)
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                     local pvec = vector.new(self.target.x - self.x,
 
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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 pAngle = math.atan2(pvec.y, pvec.x)
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                     local aDiff = self.rotation - pAngle
 
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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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                        self.velocity.rotation = 0
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                     end
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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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                     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 and not the.player.onPlanet 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 then
 
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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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                        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