New lighting!
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@@ -12,7 +12,8 @@ Arrow = Entity:New(x,y)
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}
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o.sprite_offset = {x = 13, y = 1}
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o.stuck = false
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o.illuminated = true
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setmetatable(o, self)
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self.__index = self
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table.insert(LoadedEntities,o)
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@@ -53,5 +54,6 @@ function Arrow:DoPhysics()
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self.pos.y = self.pos.y + self.vel.y / 5
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self.vel.x = 0
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self.vel.y = 0
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self.illuminated = false
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end
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end
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@@ -19,10 +19,11 @@ Kupo = Entity:New(x,y)
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o.bow_frames = 6
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o.bow_extraframes = 18
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o.bow_aim_frames = 8
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o.lightRange = o.range
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o.hostile = false
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o.lightRange = o.range/10
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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setmetatable(o, self)
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self.__index = self
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@@ -37,9 +38,8 @@ function Kupo:Smart()
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local distance_y = self.target.y - self.pos.y
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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local angle = math.atan(distance_y/distance_x)
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self.draw_bow = false
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if distance <= self.range then
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self.draw_bow = true
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if distance_x > 0 then
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self.sprite_flip.x = 1
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@@ -48,55 +48,57 @@ function Kupo:Smart()
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self.sprite_flip.x = -1
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end
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-- fix so it can rotate from 0 to 360
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if math.deg(self.bow_rotation - angle) < 0 then
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self.bow_rotation = self.bow_rotation + math.rad(360)
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end
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-- fix so it can rotate from 360 to 0
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if math.deg(self.bow_rotation - angle) > 180 then
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self.bow_rotation = self.bow_rotation - math.rad(360)
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end
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-- actual rotation
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if self.bow_rotation < angle then
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self.bow_rotation = self.bow_rotation + math.rad(2)
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else
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self.bow_rotation = self.bow_rotation - math.rad(2)
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end
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--set in place
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if math.abs(math.deg(self.bow_rotation) - math.deg(angle)) < 2 then
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self.bow_rotation = angle
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end
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-- holding tight dispersion -- also affets arrows
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if self.bow_rotation == angle then
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self.bow_rotation = self.bow_rotation + math.rad(math.random(math.abs(self.bow_frame-self.bow_aim_frames-self.bow_frames)/2))
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end
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-- AIMING AI
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self.bow_subframe = self.bow_subframe + current_dt
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if self.bow_subframe > self.bow_speed then
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self.bow_subframe = self.bow_subframe - self.bow_speed
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if self.bow_frame == 3 then
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self.bow_aim_frame = self.bow_aim_frame + 1
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if self.bow_aim_frame > self.bow_aim_frames then
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self.bow_aim_frame = self.bow_aim_frame - self.bow_aim_frames
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self.bow_frame = self.bow_frame + 1
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Arrow:New(self.pos.x,self.pos.y,self.bow_rotation,15)
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end
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else
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self.bow_frame = self.bow_frame + 1
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if self.hostile == true then
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self.draw_bow = true
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-- fix so it can rotate from 0 to 360
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if math.deg(self.bow_rotation - angle) < 0 then
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self.bow_rotation = self.bow_rotation + math.rad(360)
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end
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if self.bow_frame > self.bow_frames + self.bow_extraframes then
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self.bow_frame = self.bow_frame - self.bow_frames - self.bow_extraframes
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-- fix so it can rotate from 360 to 0
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if math.deg(self.bow_rotation - angle) > 180 then
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self.bow_rotation = self.bow_rotation - math.rad(360)
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end
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-- actual rotation
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if self.bow_rotation < angle then
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self.bow_rotation = self.bow_rotation + math.rad(2)
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else
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self.bow_rotation = self.bow_rotation - math.rad(2)
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end
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--set in place
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if math.abs(math.deg(self.bow_rotation) - math.deg(angle)) < 2 then
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self.bow_rotation = angle
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end
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-- holding tight dispersion -- also affets arrows
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if self.bow_rotation == angle then
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self.bow_rotation = self.bow_rotation + math.rad(math.random(math.abs(self.bow_frame-self.bow_aim_frames-self.bow_frames)/2))
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end
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-- AIMING AI
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self.bow_subframe = self.bow_subframe + current_dt
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if self.bow_subframe > self.bow_speed then
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self.bow_subframe = self.bow_subframe - self.bow_speed
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if self.bow_frame == 3 then
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self.bow_aim_frame = self.bow_aim_frame + 1
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if self.bow_aim_frame > self.bow_aim_frames then
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self.bow_aim_frame = self.bow_aim_frame - self.bow_aim_frames
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self.bow_frame = self.bow_frame + 1
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Arrow:New(self.pos.x,self.pos.y,self.bow_rotation,15)
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end
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else
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self.bow_frame = self.bow_frame + 1
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end
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if self.bow_frame > self.bow_frames + self.bow_extraframes then
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self.bow_frame = self.bow_frame - self.bow_frames - self.bow_extraframes
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end
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end
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end
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else
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self.bow_frame = 6
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self.draw_bow = true
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-- rest bow animation
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if distance_x > 0 then
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if self.bow_rotation > math.rad(45) then
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