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cannon_enemy.lua
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local G = love.graphics
CannonEnemy = Enemy:New {
size = 16,
shield = 1,
score = 300,
model = { 16, 16, 16, 0, 8, -16, -8, -16, -16, 0, -16, 16, }
}
CannonEnemy:InitQuads("media/cannon.png")
initPolygonRadius(CannonEnemy.model)
function CannonEnemy:init(rand, x, y, wall)
self:super(rand, x, y)
self.nx = 0
self.ny = 0
if wall == "up" then self.ny = 1 end
if wall == "down" then self.ny = -1 end
if wall == "left" then self.nx = 1 end
if wall == "right" then self.nx = -1 end
self.ang = math.atan2(-self.nx, -self.ny)
transform(self)
self.cannon_ang = self.ang + self.rand.float(-1.3, 1.3)
self.delay = self.rand.int(100, 150)
end
function CannonEnemy:die()
makeEnergyItem(self.x, self.y, self.rand, 2)
game:trySpawnHeart(self.x, self.y)
end
function CannonEnemy:subUpdate()
self.y = self.y + game.walls.speed
transform(self)
if not game.player.alive then return end
if self.y > 305 or self.y < -305 then return end
local dx = game.player.x - self.x
local dy = game.player.y - self.y
local ang = math.atan2(-dx, -dy)
local diff = (self.ang - ang + 3 * math.pi) % (2 * math.pi) - math.pi
if math.abs(diff) < 1.75 and self.delay < 50
and not game.walls:checkSight(self.x, self.y, game.player.x, game.player.y) then
local speed = 0.05
local d = (self.cannon_ang - ang + math.pi * 3) % (2 * math.pi) - math.pi
if d > speed then self.cannon_ang = self.cannon_ang - speed
elseif d < -speed then self.cannon_ang = self.cannon_ang + speed
else
self.cannon_ang = self.cannon_ang - d
if self.delay == 0 then
self.delay = self.rand.int(150, 250)
local l = (dx*dx + dy*dy) ^ 0.5
dx = dx / l
dy = dy / l
PlasmaBullet(self.x + dx * 16, self.y + dy * 16, dx * 4, dy * 4)
sound.play("plasma", self.x, self.y)
end
end
end
if self.delay > 0 then
self.delay = self.delay - 1
end
end
function CannonEnemy:subDraw()
self.quads.batch:add(self.quads[2], self.x, self.y, -self.cannon_ang or 0, 4, 4, 8, 8)
self.quads.batch:add(self.quads[1], self.x, self.y, -self.ang or 0, 4, 4, 8, 8)
-- G.polygon("line", self.trans_model)
end