2022-01-17 23:14:54 +00:00
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Fairy = Entity:New(x,y)
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function Fairy:New(x,y)
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local o = Entity:New(x,y)
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o.pos = {x = x, y = y}
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o.speed = 0.23
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o.range = 20
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o.target = {x = x, y = y}
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-- animations
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o.body = Animation:New(animation.fairy.flying)
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o:centerOffset(o.body)
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o:getBoundingBox(o.body)
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2022-01-18 10:21:42 +00:00
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o.lightRange = 55
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2022-01-17 23:14:54 +00:00
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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2022-01-19 22:29:02 +00:00
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table.insert(LoadedEntities,o)
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o.id = #LoadedEntities
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2022-01-17 23:14:54 +00:00
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setmetatable(o, self)
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self.__index = self
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return o
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end
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function Fairy:Smart()
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self.light.pos.x = self.pos.x-self.target_offset.x
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self.light.pos.y = self.pos.y-self.target_offset.y
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self.target.x = main_Player.pos.x - main_Player.target_offset.x
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self.target.y = main_Player.pos.y - main_Player.target_offset.y - 10
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local distance_x = self.target.x - self.pos.x
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local distance_y = self.target.y - self.pos.y
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local angle = GetAngleFromVector(distance_x,distance_y)
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2022-01-19 22:29:02 +00:00
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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2022-01-17 23:14:54 +00:00
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if distance < self.range then
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self.vel.x = 0
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self.vel.y = 0
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else
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self.vel.x = math.cos(angle)*self.speed*distance/(8*game.scale)
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self.vel.y = math.sin(angle)*self.speed*distance/(8*game.scale)
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end
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2022-01-19 22:29:02 +00:00
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Particle:New(self.pos.x,self.pos.y,animation.particle.fairy,angle-math.rad(180),self.speed*distance/(16*game.scale))
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2022-01-17 23:14:54 +00:00
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end
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function Fairy:HandleAnimation()
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self.body:Animate()
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--if self:isCollidingWith(main_Player) then self.sprite_tint = {1,0,0} else self.sprite_tint = {1,1,1} end
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self:Draw(self.body)
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end
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function Fairy:DoPhysics()
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2022-01-18 19:29:43 +00:00
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local random_x = math.random(-4, 4)/100
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local random_y = math.random(-4, 4)/100
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2022-01-17 23:14:54 +00:00
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self.vel.x = self.vel.x + random_x
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self.vel.y = self.vel.y + random_y
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-- move
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if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, objects.collisions) then
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self.pos.x = self.pos.x + self.vel.x
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end
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if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, objects.collisions) then
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self.pos.y = self.pos.y + self.vel.y
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end
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end
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