function to improve entities moving on collisions and fixed accordingly
made math.round() changed vector() and fixed accordingly
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@@ -34,7 +34,6 @@ function Fairy:new(x,y)
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end
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function Fairy:doLogic()
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if self:checkVisionLine(main_player,self.vision_range) then
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self.target.x = main_player.pos.x + main_player.target_offset.x
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@@ -63,31 +62,19 @@ function Fairy:doLogic()
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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 angle = getAngleFromVector(vector(distance_x,distance_y))
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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if distance < self.range then
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self.vel.x = self.vel.x * 0.9
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self.vel.y = self.vel.y * 0.9
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local random_x = math.random(-1, 1)
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local random_y = math.random(-1, 1)
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self.vel.x = self.vel.x * 0.9 + random_x/10
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self.vel.y = self.vel.y * 0.9 + random_y/10
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else
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self.vel.x = math.cos(angle)*self.speed
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self.vel.y = math.sin(angle)*self.speed
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end
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self.particle_timer = self.particle_timer + 1
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if self.particle_timer >= self.particle_time then
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self.particle_timer = 0
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local particle_data = {
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animation = animation.particle.simple,
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animation_speed = 1,
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sprite_tint = hex2rgb("#fed100"),
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sprite_alpha_fade = true,
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direction = angle-math.rad(180+math.random(60)-30),
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speed = 0.8*(distance/50),
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speed_increase = -0.01,
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time = 0.75
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}
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Particle:new(self.pos.x,self.pos.y,particle_data)
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local random_x = math.random(-6, 6)
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local random_y = math.random(-6, 6)
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self.vel.x = math.cos(angle)*self.speed + random_x/10
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self.vel.y = math.sin(angle)*self.speed + random_y/10
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end
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end
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@@ -95,19 +82,42 @@ function Fairy:handleAnimation()
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self.body:animate()
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--if self:isCollidingWith(main_player) then self.sprite_tint = {1,0,0} else self.sprite_tint = {1,1,1} end
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self:draw(self.body)
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self.particle_timer = self.particle_timer + 1
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if self.particle_timer >= self.particle_time then
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local vector = vector(self.vel.x,self.vel.y)
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local angle = getAngleFromVector(vector)
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self.particle_timer = 0
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local particle_data = {
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animation = animation.particle.simple,
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animation_speed = 1,
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sprite_tint = hex2rgb("#fed100"),
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sprite_alpha_fade = true,
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direction = angle-math.rad(180+math.random(60)-30),
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speed = 1,
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speed_increase = -0.01,
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time = 0.75
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}
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Particle:new(self.pos.x,self.pos.y,particle_data)
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end
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end
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function Fairy:doPhysics()
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local random_x = math.random(-4, 4)/10
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local random_y = math.random(-4, 4)/10
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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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self:moveWithCollision()
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self.vel.x = 0
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self.vel.y = 0
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-- horizontal collision
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self:moveX(
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self.vel.x,
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function()
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self.vel.x = 0
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end
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)
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-- vertical collision
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self:moveY(
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self.vel.y,
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function()
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self.vel.y = 0
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end
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)
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-- final position
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self:adjustLight()
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end
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