Mothback/code/entities/kupo.lua

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Kupo = Entity:New(x,y)
function Kupo:New(x,y)
local o = Entity:New(x,y)
o.type = "kupo"
o.pos = {x = x, y = y}
o.speed = 20
o.range = 200
o.target = {x = x, y = y}
o.sprite_offset = {x = 8, y = 5}
-- animations
o.body = Animation:New(animation.kupo.body)
o.bow = Animation:New(animation.kupo.bow)
-- bow
o.bow_flip = 1
o.bow_rotation = 0
o.bow_frame = 1
o.bow_subframe = 1
o.bow_aim_frame = 0
o.bow_speed = 1/10
o.bow_frames = 6
o.bow_extraframes = 18
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o.bow_aim_frames = 8
o.hostile = true
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o.lightRange = o.range/2
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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table.insert(LoadedObjects.Entities,o)
o.id = #LoadedObjects.Entities
setmetatable(o, self)
self.__index = self
return o
end
function Kupo:Smart()
self.light.pos.x = self.pos.x-self.target_offset.x
self.light.pos.y = self.pos.y-self.target_offset.y
self.target.x = main_Player.pos.x - main_Player.target_offset.x
self.target.y = main_Player.pos.y - main_Player.target_offset.y
local distance_x = self.target.x - self.pos.x
local distance_y = self.target.y - self.pos.y
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
local angle = GetAngleFromVector(distance_x,distance_y)
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self.draw_bow = false
if distance <= self.range then
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if self.hostile == true then
self.draw_bow = true
-- fix so it can rotate from 0 to 360
if math.deg(self.bow_rotation - angle) < 0 then
self.bow_rotation = self.bow_rotation + math.rad(360)
end
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-- fix so it can rotate from 360 to 0
if math.deg(self.bow_rotation - angle) > 180 then
self.bow_rotation = self.bow_rotation - math.rad(360)
end
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-- actual rotation
if self.bow_rotation < angle then
self.bow_rotation = self.bow_rotation + math.rad(2)
else
self.bow_rotation = self.bow_rotation - math.rad(2)
end
--set in place
if math.abs(math.deg(self.bow_rotation) - math.deg(angle)) < 2 then
self.bow_rotation = angle
end
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-- holding tight dispersion -- also affects arrows
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if self.bow_rotation == angle then
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self.bow_rotation = self.bow_rotation + math.rad(math.random(math.abs(math.floor(self.bow_frame-self.bow_aim_frames-self.bow_frames)/2)))
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end
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-- AIMING AI
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self.bow_subframe = self.bow_subframe + current_dt
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if self.bow_subframe > self.bow_speed then
self.bow_subframe = self.bow_subframe - self.bow_speed
if self.bow_frame == 3 then
self.bow_aim_frame = self.bow_aim_frame + 1
if self.bow_aim_frame > self.bow_aim_frames then
self.bow_aim_frame = self.bow_aim_frame - self.bow_aim_frames
self.bow_frame = self.bow_frame + 1
Arrow:New(self.pos.x,self.pos.y,self.bow_rotation,15)
end
else
self.bow_frame = self.bow_frame + 1
end
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if self.bow_frame > self.bow_frames + self.bow_extraframes then
self.bow_frame = self.bow_frame - self.bow_frames - self.bow_extraframes
end
end
end
else
self.bow_frame = 6
-- rest bow animation
if distance_x > 0 then
if self.bow_rotation > math.rad(45) then
self.bow_rotation = self.bow_rotation - math.rad(3)
elseif self.bow_rotation < math.rad(45) then
self.bow_rotation = self.bow_rotation + math.rad(3)
end
-- set in place
if math.abs(math.deg(self.bow_rotation) - 45) < 3 then
self.bow_rotation = math.rad(45)
end
self.sprite_flip.x = 1
else
if self.bow_rotation > math.rad(135) then
self.bow_rotation = self.bow_rotation - math.rad(3)
elseif self.bow_rotation < math.rad(135) then
self.bow_rotation = self.bow_rotation + math.rad(3)
end
-- set in place
if math.abs(math.deg(self.bow_rotation) - 135) < 3 then
self.bow_rotation = math.rad(135)
end
self.sprite_flip.x = -1
end
end
self.angle = angle
end
function Kupo:HandleAnimation()
local distance_x = self.target.x - self.pos.x
local distance_y = self.target.y - self.pos.y
if distance_x > 0 then
self.sprite_flip.x = 1
else
self.sprite_flip.x = -1
end
-- flip sprite to look in the direction is moving
if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
self.body:Animate()
self:Draw(self.body)
if self.draw_bow == true then
self.bow:DrawFrame(
math.min(self.bow_frame,self.bow_frames),
self.pos.x + ( 8 * math.sin(self.bow_rotation)),
self.pos.y + (2 - 6 * math.cos(self.bow_rotation)),
self.bow_rotation
)
end
end
function Kupo: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
end
if not isThereAnyCollisionAt(self.pos.x, self.pos.y + self.vel.y) then
self.pos.y = self.pos.y + self.vel.y
end
end