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