2021-10-24 23:41:40 +00:00
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Arrow = Entity:New(x,y)
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function Arrow:New(x,y,rotation,speed)
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local o = Entity:New(x,y)
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2022-01-18 20:08:58 +00:00
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arrow = arrow + 1
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2021-10-24 23:41:40 +00:00
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o.pos = {x = x, y = y}
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o.speed = speed or 0
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o.sprite_rotation = rotation or 0
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o.vel = {
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x = o.speed * math.cos(o.sprite_rotation),
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y = o.speed * math.sin(o.sprite_rotation)
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}
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o.sprite_offset = {x = 13, y = 1}
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o.stuck = false
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2021-10-27 09:06:08 +00:00
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o.illuminated = true
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2021-10-29 02:15:53 +00:00
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-- animations
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o.body = Animation:New(animation.kupo.arrow)
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2021-10-24 23:41:40 +00:00
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setmetatable(o, self)
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self.__index = self
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2021-10-25 23:19:22 +00:00
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table.insert(LoadedEntities,o)
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2021-10-24 23:41:40 +00:00
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return o
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end
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function Arrow:Smart()
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end
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function Arrow:HandleAnimation()
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2022-01-17 23:14:54 +00:00
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self:Draw(self.body)
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2021-10-24 23:41:40 +00:00
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end
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function Arrow:DoPhysics()
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2022-01-18 20:08:58 +00:00
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if not self.stuck then
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-- horizontal collisions
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if not isThereAnyCollisionAt(
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self.pos.x + self.vel.x,
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self.pos.y
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) then
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self.pos.x = self.pos.x + self.vel.x
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else
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while not isThereObjectAt(
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self.pos.x + math.sign(self.vel.x),
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self.pos.y,
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objects.collisions
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) do
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self.pos.x = self.pos.x + math.sign(self.vel.x)
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end
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self.stuck = true
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2021-10-24 23:41:40 +00:00
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end
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2022-01-18 20:08:58 +00:00
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-- vertical collision
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if not isThereAnyCollisionAt(
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2021-11-28 02:38:30 +00:00
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self.pos.x,
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2022-01-18 20:08:58 +00:00
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self.pos.y + self.vel.y
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) then
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self.pos.y = self.pos.y + self.vel.y
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else
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while not isThereObjectAt(
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self.pos.x,
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self.pos.y + math.sign(self.vel.y),
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objects.collisions
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) do
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self.pos.y = self.pos.y + math.sign(self.vel.y)
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end
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self.stuck = true
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end
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-- stuck into collisions
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if self.stuck then
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--lets allow the arrow to tip a bit into the thing
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self.pos.x = self.pos.x + self.vel.x / 5
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self.pos.y = self.pos.y + self.vel.y / 5
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self.vel.x = 0
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self.vel.y = 0
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self.illuminated = false
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2021-10-24 23:41:40 +00:00
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end
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end
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end
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