diff --git a/assets/enemy/e-fighter.png b/assets/enemy/e-fighter.png new file mode 100644 index 0000000..1541987 Binary files /dev/null and b/assets/enemy/e-fighter.png differ diff --git a/assets/player/player01.png b/assets/player/player01.png new file mode 100644 index 0000000..b71ed28 Binary files /dev/null and b/assets/player/player01.png differ diff --git a/assets/player/player02.png b/assets/player/player02.png new file mode 100644 index 0000000..1590831 Binary files /dev/null and b/assets/player/player02.png differ diff --git a/assets/player/player03.png b/assets/player/player03.png new file mode 100644 index 0000000..0cb5de0 Binary files /dev/null and b/assets/player/player03.png differ diff --git a/assets/player/player04.png b/assets/player/player04.png new file mode 100644 index 0000000..44c7ce3 Binary files /dev/null and b/assets/player/player04.png differ diff --git a/entities/enemy.lua b/entities/enemy.lua index 299bc7c..36266ff 100644 --- a/entities/enemy.lua +++ b/entities/enemy.lua @@ -20,7 +20,10 @@ end function Enemy:draw() --draw stuff - love.graphics.rectangle("line", self.x, self.y, self.width, self.height) + --love.graphics.rectangle("line", self.x, self.y, self.width, self.height) + local fighter = love.graphics.newImage("/assets/enemy/e-fighter.png") + + love.graphics.draw(fighter, self.x, self.y, 0, -1) for _, v in ipairs(listOfBullets) do love.graphics.circle("fill", v.x, v.y, v.radius) diff --git a/entities/player.lua b/entities/player.lua index 947a337..58eb5af 100644 --- a/entities/player.lua +++ b/entities/player.lua @@ -35,13 +35,20 @@ function Player:update(dt) end function Player:draw() - local vert = { self.x, self.y, (self.x - 70), (self.y + 70), (self.x + 70), (self.y + 70) } - love.graphics.polygon("fill", vert) + --local vert = { self.x, self.y, (self.x - 70), (self.y + 70), (self.x + 70), (self.y + 70) } + --love.graphics.polygon("fill", vert) + local fullHealth = love.graphics.newImage("/assets/player/player01.png") + local damaged = love.graphics.newImage("/assets/player/player02.png") + local halfHealth = love.graphics.newImage("/assets/player/player03.png") + local nearDeath = love.graphics.newImage("/assets/player/player04.png") + + love.graphics.draw(fullHealth, self.x, self.y) for _, v in ipairs(listOfBullets) do --love.graphics.setColor(v.color) love.graphics.circle("fill", v.x, v.y, v.radius) end + --love.graphics.setColor(1, 1, 1) end function Player:keyPressed(key) diff --git a/scripts/weapon.lua b/scripts/weapon.lua new file mode 100644 index 0000000..5893678 --- /dev/null +++ b/scripts/weapon.lua @@ -0,0 +1,8 @@ +require(scripts.classic) + +--a weapon is a script / entity that can be attached to a player +--or enemy +--this generic script can fire a projectile up the screen (if player) or +--down the screen (if enemy). +--projectile types should be adjustable +--TODO: Find ways to make a draw function work on the object itself.