CursedBook = Entity:New(x,y) function CursedBook:New(x,y) local o = Entity:New(x,y) -- behaviour o.pos = {x = x, y = y} o.speed = 0.01 o.range = 20 o.target = {x = x, y = y} o.status = 0 -- 0 - sleep -- 1 - getting up -- 2 - flying -- 3 - attack windup -- 4 - attack o.spawn_range = 100 o.attack_range = 50 -- animations o.body = Animation:New(animation.cursed_book.spawn) o.sprite_tint = {0.7,0.7,0.7} o:centerOffset(o.body) o:getBoundingBox(o.body) -- light o.light_range = 500 o.light = CreateLight(o.pos.x,o.pos.y,o.light_range,2,HEX2RGB("#fe00d1")) table.insert(LoadedEntities,o) o.id = #LoadedEntities setmetatable(o, self) self.__index = self return o end function CursedBook:Smart() 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 angle = GetAngleFromVector(distance_x,distance_y) local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2) if self.status == 0 then if distance < self.spawn_range then self.status = 1 end elseif self.status == -1 then if distance < self.range then self.vel.x = 0 self.vel.y = 0 else self.vel.x = math.cos(angle)*self.speed*distance self.vel.y = math.sin(angle)*self.speed*distance end elseif self.status == 2 then if distance < self.attack_range then self.status = 3 end elseif self.status == 4 then end end function CursedBook:HandleAnimation() if self.status == 1 then if self.body.path == "assets/entities/cursed_book/spawn" then self.body.speed = 1/3 local tint = 0.7 + 0.3 * (self.body.frame-1)/self.body.frames self.sprite_tint = {tint,tint,tint} if self.body.frame == self.body.frames then self.status = 2 self.body = self.body:ChangeTo(animation.cursed_book.flying) self.sprite_tint = {1,1,1} --self:getBoundingBox(self.body,2,2,-2,-2) self:centerOffset(self.body) end end elseif self.status == 3 then if self.body.path == "assets/entities/cursed_book/flying" then self.body = self.body:ChangeTo(animation.cursed_book.attack_transition) self.body.speed = 1/3 self:centerOffset(self.body) if self.body.frame == self.body.frames then self.status = 4 self.body = self.body:ChangeTo(animation.cursed_book.attack_loop) self:centerOffset(self.body) end end end self.body:Animate() self:Draw(self.body) end function CursedBook:DoPhysics() if self.isFlying then local random_x = math.random(-4, 4)/100 local random_y = math.random(-4, 4)/100 self.vel.x = self.vel.x + random_x self.vel.y = self.vel.y + random_y end -- move self:CollisionMove() self:LightAdjust() end function CursedBook:Debug() -- draw center GREEN love.graphics.setColor(0,1,0) love.graphics.circle("line", -Camera.pos.x + self.pos.x, -Camera.pos.y + self.pos.y, self.spawn_range) love.graphics.setColor(1,0,0) love.graphics.circle("line", -Camera.pos.x + self.pos.x, -Camera.pos.y + self.pos.y, self.attack_range) Entity.Debug(self) end