Mothback/data/scripts/entities/arrow.lua

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Arrow = Entity:New(x,y)
function Arrow:New(x,y,rotation,speed)
local o = Entity:New(x,y)
arrow = arrow + 1
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
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o.illuminated = true
-- animations
o.body = Animation:New(animation.kupo.arrow)
setmetatable(o, self)
self.__index = self
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table.insert(LoadedEntities,o)
return o
end
function Arrow:Smart()
end
function Arrow:HandleAnimation()
self:Draw(self.body)
end
function Arrow:DoPhysics()
if not self.stuck then
-- 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 isThereObjectAt(
self.pos.x + math.sign(self.vel.x),
self.pos.y,
objects.collisions
) 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 isThereObjectAt(
self.pos.x,
self.pos.y + math.sign(self.vel.y),
objects.collisions
) 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
self.illuminated = false
end
end
end