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Rotated enemies and adjusted fire origin

Also updated project plan! Next up, adding UI
master
NCLanceman 7 months ago
parent
commit
2e1ce5638c
  1. 15
      entities/enemy.lua
  2. 6
      projectplan.md

15
entities/enemy.lua

@ -22,7 +22,7 @@ function Enemy:new(x, y, radius, playableArea)
self.height = 22
self.width = 24
self.x_offset = 18
self.x_offset = 18 --18
self.y_offset = 20
self.hitbox = {
@ -41,7 +41,16 @@ end
function Enemy:draw()
--draw stuff
love.graphics.rectangle("line", self.hitbox[1], self.hitbox[3], self.width, self.height)
love.graphics.draw(self.image, self.x, self.y, 0, 1, 1)
love.graphics.draw(
self.image,
self.x,
self.y,
3.14159,
1,
1,
(self.x_offset + self.width * 2),
(self.y_offset + self.height * 2)
)
for _, v in ipairs(self.enemyBullets) do
v:draw()
@ -92,7 +101,7 @@ end
--shoot at the player a variable number of seconds
function Enemy:fire()
--local fire_origin = { self.x + 26, self.y + 44 }
local fire_origin = { (self.x + (self.width / 2)), self.y + self.height }
local fire_origin = { ((self.x + (self.width / 2)) + self.x_offset), (self.y + self.height + self.y_offset) }
if love.timer.getTime() - self.fireTime > self.fireRate then
table.insert(self.enemyBullets, Blaster(fire_origin[1], fire_origin[2], "enemy"))
self.fireTime = love.timer.getTime()

6
projectplan.md

@ -2,15 +2,15 @@ Beginning and game notes for a little space game.
**TODO:**
- Adjust assets
-- Assets are currently too large for hitbox registration. Fix that.
--Hitbox on enemy needs adjustment. _Slightly_ off, but not game breakingly so.
- Asteroid obsticles
- Pickups
- Score
- Lives System
**Steps:**
- Get a player moving
- Shooting
- Score
- Lives / Health
- Level Function
Testing getting this on my laptop.

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