--! file enemy.lua require("blaster") Enemy = Object:extend() local fireTime = love.timer.getTime() local enemyBullets --int x, y, radius --playableArea -> {int[2]} function Enemy:new(x, y, radius, playableArea) self.origin = { x, y } self.image = love.graphics.newImage("/assets/enemy/e-fighter.png") self.x = x self.y = y self.playableLeft = playableArea[1] self.playableRight = playableArea[2] self.type = "enemy" self.health = 10 self.move_radius = radius self.speed = 80 self.fireRate = 1 self.destroy = false self.hitbox = { (self.x + 18), (self.x + 44), (self.y + 20), (self.y + 44) } self.move_bounds = self:setMoveBounds({ 18, 44 }, self.move_radius) print("Move Bounds: ", self.move_bounds[1], " , ", self.move_bounds[2]) enemyBullets = {} end function Enemy:draw() --draw stuff --love.graphics.rectangle("line", self.x, self.y, self.width, self.height) love.graphics.draw(self.image, self.x, self.y, 0, -1) for _, v in ipairs(enemyBullets) do --love.graphics.circle("fill", v.x, v.y, v.radius) v:draw() end end function Enemy:update(dt, player) -- if spawn location is near the edge, adjust the bounds such that the radius -- does not overlap the bounds of the playable area local window_height = love.graphics.getHeight() self.x = self.x + self.speed * dt self.hitbox = { (self.x + 18), (self.x + 44), (self.y + 20), (self.y + 44) } --movement if self.x < self.move_bounds[1] then print("Reversing direction! Hitbox Left Location: ", self.hitbox[1], " Play Bound Left: ", self.playableLeft) self.speed = -self.speed elseif self.x > self.move_bounds[2] then print("Reversing direction! Hitbox Right Location: ", self.hitbox[2], " Play Bound Right: ", self.playableRight) self.speed = -self.speed end --firing! self:fire() for i, v in ipairs(enemyBullets) do v:update(dt) if v.y > window_height then v.destroy = true end if v.destroy == true then --print("Enemy Bullet Removed! Bullets in table remaining: ", #enemyBullets) table.remove(enemyBullets, i) end v:checkCollision(player) end --health check if self.health < 0 then self.destroy = true end end --shoot at the player a variable number of seconds function Enemy:fire() if love.timer.getTime() - fireTime > self.fireRate then table.insert(enemyBullets, Blaster(self.x, self.y, "enemy")) fireTime = love.timer.getTime() end end function Enemy:setMoveBounds(hitbox_bounds, move_radius) local result = {} if (self.origin[1] - hitbox_bounds[1] - move_radius) < self.playableLeft then result[1] = self.playableLeft result[2] = self.playableLeft + hitbox_bounds[1] + (move_radius * 2) elseif (self.origin[2] + hitbox_bounds[2] + move_radius) > self.playableRight then result[2] = self.playableRight result[1] = self.playableRight - hitbox_bounds[2] - (move_radius * 2) else result[1] = self.x - move_radius result[2] = self.x + move_radius end return result end