2021-12-31 11:21:48 +00:00
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Projectile = Entity:New(x,y)
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2021-12-31 01:46:21 +00:00
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2021-12-31 11:21:48 +00:00
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function Projectile:New(x,y,angle,data)
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2021-12-31 01:46:21 +00:00
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local o = Entity:New(x,y,angle)
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o.target = {}
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o.hitbox = 2
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o.draw_scale = 2
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o.angle = angle
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o.hits = data.hits
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o.damage = data.damage
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2021-12-31 11:21:48 +00:00
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-- i guess damage is useless to the player but maybe there's stuff that has hp? like obstacles
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2021-12-31 01:46:21 +00:00
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o.animation = AnimationContainer:New(data.animation)
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2021-12-31 11:21:48 +00:00
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2021-12-31 01:46:21 +00:00
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o.moveSpeed = data.moveSpeed
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2021-12-31 11:21:48 +00:00
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o.moveSpeedLimits = data.moveSpeedLimits or { min = 0, max = 100}
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2021-12-31 01:46:21 +00:00
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o.moveSpeedIncrease = data.moveSpeedIncrease or 0
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o.moveHorizontalIncrease = data.moveHorizontalIncrease or 0
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o.moveVerticalIncrease = data.moveVerticalIncrease or 0
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2021-12-31 11:21:48 +00:00
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o.maximumTurnRate = data.maximumTurnRate or 0
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2021-12-31 01:46:21 +00:00
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o.moveHorizontal = 0
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o.moveVertical = 0
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-- lists
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2022-01-17 23:53:03 +00:00
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o:AddList("Simulate")
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2021-12-31 01:46:21 +00:00
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local friendly = data.friendly or false
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local hostile = data.hostile or false
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if friendly == true then
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2022-01-17 23:53:03 +00:00
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o:AddList("FriendlyBullet")
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2021-12-31 01:46:21 +00:00
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end
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if hostile == true then
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2022-01-17 23:53:03 +00:00
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o:AddList("HostileBullet")
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o.grazeTimer = 0
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o.Grazed = false
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2021-12-31 01:46:21 +00:00
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end
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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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2021-12-31 11:21:48 +00:00
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function Projectile:Step()
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2021-12-31 01:46:21 +00:00
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self.moveSpeed = self.moveSpeed + self.moveSpeedIncrease
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2021-12-31 11:21:48 +00:00
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self.moveSpeed = math.max(self.moveSpeedLimits.min,self.moveSpeed)
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self.moveSpeed = math.min(self.moveSpeedLimits.max,self.moveSpeed)
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2021-12-31 01:46:21 +00:00
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self.moveHorizontal = self.moveHorizontal + self.moveHorizontalIncrease
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self.moveVertical = self.moveVertical + self.moveVerticalIncrease
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local move_x = (self.moveSpeed) * math.cos(self.angle) + self.moveHorizontal
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local move_y = (self.moveSpeed) * math.sin(self.angle) + self.moveVertical
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2021-12-31 11:21:48 +00:00
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self:AngleTowards(
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You.pos.x,
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You.pos.y
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)
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2022-01-17 23:53:03 +00:00
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-- bends towards the player? owo
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2021-12-31 11:21:48 +00:00
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self.pos.x = self.pos.x + move_x + self.maximumTurnRate * math.cos(self.angle)
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self.pos.y = self.pos.y + move_y + self.maximumTurnRate * math.sin(self.angle)
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2021-12-31 01:46:21 +00:00
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self:AngleTowards(
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self.pos.x + move_x,
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self.pos.y + move_y
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)
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2021-12-31 11:21:48 +00:00
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2022-01-17 23:53:03 +00:00
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-- if out of s screen, kill.
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if self.pos.x < 0 or self.pos.x > windowWidth
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or self.pos.y < 0 or self.pos.y > windowHeight then
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self:RemoveList("Simulate")
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self:RemoveList("EnemyBullet")
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self:RemoveList("FriendlyBullet")
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2021-12-31 01:46:21 +00:00
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end
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end
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2021-12-31 11:21:48 +00:00
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function Projectile:Draw()
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2021-12-31 01:46:21 +00:00
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self.animation:Animate()
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self.animation:Draw(
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self.pos.x,
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self.pos.y,
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self.angle+math.rad(90),
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self.draw_scale,
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self.draw_scale
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)
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2022-01-17 23:53:03 +00:00
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love.graphics.line(self.pos.x, self.pos.y, self.pos.x + 50*self.vel.x, self.pos.y + 50*self.vel.y)
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2021-12-31 01:46:21 +00:00
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--[[love.graphics.draw(
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self.sprite,
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self.pos.x,
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self.pos.y,
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self.angle+math.rad(90),
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self.draw_scale,
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self.draw_scale,
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self.sprite:getPixelWidth()/2,
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self.sprite:getPixelHeight()/2
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)]]
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end
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