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-- 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 and not the.player.onPlanet 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)
-- and add a new enemy somewhere else...
local e = Enemy:new{x = math.random(the.bg.width),
y = math.random(the.bg.height)}
the.enemies:add(e)
the.view:add(e.thrust)
the.view:add(e.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
}
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