/traderous

To get this branch, use:
bzr branch http://9ix.org/bzr/traderous
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
-- player = 300 accel, 400 velLimit
local accelLimit = 150
local velLimit = 300
Enemy = Tile:extend {
   image = 'data/enemy.png',
   maxVelocity = {x=velLimit,y=velLimit},
   minVelocity = {x=-velLimit, y=-velLimit},
   lastFired = 0,
   state = 'patrolling',
   onNew = function (self)
              self.thrust = Tile:new{image = 'data/thrust.png'}
              --the.app.view:add(self.thrust)
              self.shield = Shield:new{ship = self}

              self:chooseTarget()
           end,
   onStartFrame = function (self)

                     local tvec = vector.new(self.target.x - self.x,
                                             self.target.y - self.y)


                     local tAngle = math.atan2(tvec.y, tvec.x)
                     local aDiff = self.rotation - tAngle

                     while aDiff < (-math.pi) do
                        --print(aDiff .. ' < -π')
                        aDiff = aDiff + 2 * math.pi
                     end
                     while aDiff > math.pi do
                        --print(aDiff .. ' > π')
                        aDiff = aDiff - 2 * math.pi
                     end

                     if math.abs(aDiff) > 0.1 then
                        -- rotation really shouldn't be negative.  I
                        -- don't understand why that is.  :\
                        self.velocity.rotation = -2 * util.signOf(aDiff)
                     else
                        --print('not rotating')
                        self.velocity.rotation = 0
                     end

                     if self.state == 'combat' and not the.player.active then
                        self.state = 'patrolling'
                     end

                     local pdist2 = vector.new(the.player.x - self.x,
                                               the.player.y - self.y):len2()

                     if pdist2 < (the.app.width / 2)^2 then
                        -- if player is roughly on enemy's screen
                        if self.state == 'patrolling' and the.player.active then
                           self.state = 'combat'
                           self.target = the.player
                        end
                     elseif pdist2 > (3 * the.app.width)^2 then
                        if self.state == 'combat' then
                           self.state = 'patrolling'
                           self:chooseTarget()
                        end
                     end

                     local tdist2 = tvec:len2()

                     if tdist2 > 400^2 then
                        self.acceleration = vector.new(300, 0)
                        self.acceleration:rotate_inplace(self.rotation)
                        self.thrust.visible = true
                     else
                        self.acceleration = {x=0, y=0}
                        self.thrust.visible = false
                     end

                     if tdist2 < 400^2 then
                        if self.state == 'patrolling' then
                           self:chooseTarget()
                        elseif self.state == 'combat' then
                           if math.abs(aDiff) < 0.5 * math.pi and
                             love.timer.getTime() - self.lastFired > 0.25 then
                             --print('pew')
                               b = Bullet:new{
                                  x = self.x + self.width / 2,
                                  y = self.y + self.height / 2,
                                  rotation = self.rotation,
                                  source = self
                               }
                               self.lastFired = love.timer.getTime()
                            end
                        end
                     end

                  end,
   onUpdate = function(self)
                 self.thrust.x = self.x - self.width
                 self.thrust.y = self.y
                 self.thrust.rotation = self.rotation
              end,
   onCollide = function (self, other)
                  if other:instanceOf(Bullet) and other.source ~= self then
                     if self.shield.strength == 0 then
                        -- die
                        the.app.view:add( Boom:new {
                                             x = self.x,
                                             y = self.y,
                                             velocity = { rotation = 5 }
                                          })

                        self:die()
                        self.thrust:die()
                        self.shield:die()
                        the.enemies:remove(self)
                        the.app.view:remove(self.thrust)
                        the.app.view:remove(self.shield)
                     else
                        self.shield:onHit()
                     end

                     other:die()
                     the.bullets:remove(other)
                  end
               end,
   chooseTarget = function (self)
                     self.target = {
                        x = math.random(the.bg.width),
                        y = math.random(the.bg.height)
                     }
                  end
}