58 lines
1.4 KiB
Lua
58 lines
1.4 KiB
Lua
|
Arrow = Entity:New(x,y)
|
||
|
|
||
|
function Arrow:New(x,y,rotation,speed)
|
||
|
local o = Entity:New(x,y)
|
||
|
|
||
|
o.pos = {x = x, y = y}
|
||
|
o.speed = speed or 0
|
||
|
o.sprite_rotation = rotation or 0
|
||
|
o.vel = {
|
||
|
x = o.speed * math.cos(o.sprite_rotation),
|
||
|
y = o.speed * math.sin(o.sprite_rotation)
|
||
|
}
|
||
|
o.sprite_offset = {x = 13, y = 1}
|
||
|
o.stuck = false
|
||
|
|
||
|
setmetatable(o, self)
|
||
|
self.__index = self
|
||
|
table.insert(LoadedEntities,o)
|
||
|
return o
|
||
|
end
|
||
|
|
||
|
function Arrow:Smart()
|
||
|
|
||
|
end
|
||
|
|
||
|
function Arrow:HandleAnimation()
|
||
|
self:LoadAnimation(animation.kupo.arrow)
|
||
|
end
|
||
|
|
||
|
function Arrow:DoPhysics()
|
||
|
-- horizontal collisions
|
||
|
if not isThereAnyCollisionAt(self.pos.x + self.vel.x, self.pos.y) then
|
||
|
self.pos.x = self.pos.x + self.vel.x
|
||
|
else
|
||
|
while not isThereCollisionAt(self.pos.x + math.sign(self.vel.x), self.pos.y) do
|
||
|
self.pos.x = self.pos.x + math.sign(self.vel.x)
|
||
|
end
|
||
|
self.stuck = true
|
||
|
end
|
||
|
-- vertical collision
|
||
|
if not isThereAnyCollisionAt(self.pos.x, self.pos.y + self.vel.y) then
|
||
|
self.pos.y = self.pos.y + self.vel.y
|
||
|
else
|
||
|
while not isThereCollisionAt(self.pos.x, self.pos.y + math.sign(self.vel.y)) do
|
||
|
self.pos.y = self.pos.y + math.sign(self.vel.y)
|
||
|
end
|
||
|
self.stuck = true
|
||
|
end
|
||
|
-- stuck into collisions
|
||
|
if self.stuck then
|
||
|
--lets allow the arrow to tip a bit into the thing
|
||
|
self.pos.x = self.pos.x + self.vel.x / 5
|
||
|
self.pos.y = self.pos.y + self.vel.y / 5
|
||
|
self.vel.x = 0
|
||
|
self.vel.y = 0
|
||
|
end
|
||
|
end
|