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