Mothback/code/entities/fairy.lua

116 lines
2.6 KiB
Lua

Fairy = Entity:New(x,y)
function Fairy:New(x,y)
local o = Entity:New(x,y)
o.type = "fairy"
-- behaviour
o.pos = {x = x, y = y}
o.speed = 1.4
o.range = 20
o.vision_range = 120
o.target = {x = x, y = y}
o.hover_distance = 60
-- animations
o.body = Animation:New(animation.fairy.flying)
o:centerOffset(o.body)
o:getBoundingBox(o.body)
-- light
o.light_range = 80
o.light = Light:New(o.pos.x,o.pos.y,o.light_range,nil,HEX2RGB("#fed100"))
-- timer
o.particle_timer = 0
o.particle_time = 5
table.insert(LoadedObjects.Entities,o)
o.id = #LoadedObjects.Entities
setmetatable(o, self)
self.__index = self
return o
end
function Fairy:Smart()
if self:CheckVisionLine(main_Player,self.vision_range) then
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 below = 1
while not isThereObjectAt(
self.target.x,
self.target.y + below * game.scale,
LoadedObjects.Collisions
) do
below = below + 1
if below >= self.hover_distance then break end
end
local top = 1
while not isThereObjectAt(
self.target.x,
self.target.y - top * game.scale,
LoadedObjects.Collisions
) do
top = top + 1
if top >= self.hover_distance then break end
end
self.target.y = self.target.y - top + below
end
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 distance < self.range then
self.vel.x = self.vel.x * 0.9
self.vel.y = self.vel.y * 0.9
else
self.vel.x = math.cos(angle)*self.speed
self.vel.y = math.sin(angle)*self.speed
end
self.particle_timer = self.particle_timer + 1
if self.particle_timer >= self.particle_time then
self.particle_timer = 0
local particle_data = {
animation = animation.particle.simple,
sprite_tint = HEX2RGB("#fed100"),
direction = angle-math.rad(180+math.random(60)-30),
speed = 0.8*(distance/50),
speed_increase = -0.01,
}
Particle:New(self.pos.x,self.pos.y,particle_data)
end
end
function Fairy:HandleAnimation()
self.body:Animate()
--if self:isCollidingWith(main_Player) then self.sprite_tint = {1,0,0} else self.sprite_tint = {1,1,1} end
self:Draw(self.body)
end
function Fairy:DoPhysics()
local random_x = math.random(-4, 4)/10
local random_y = math.random(-4, 4)/10
self.vel.x = self.vel.x + random_x
self.vel.y = self.vel.y + random_y
self:CollisionMove()
self.vel.x = 0
self.vel.y = 0
self:LightAdjust()
end
function Fairy:Debug()
Entity.Debug(self)
self:CheckVisionLineDebug(main_Player,self.vision_range)
end