restructured folder
This commit is contained in:
78
code/entities/arrow.lua
Normal file
78
code/entities/arrow.lua
Normal file
@@ -0,0 +1,78 @@
|
||||
Arrow = Entity:New(x,y)
|
||||
|
||||
function Arrow:New(x,y,rotation,speed)
|
||||
local o = Entity:New(x,y)
|
||||
|
||||
o.type = "arrow"
|
||||
|
||||
o.pos = {x = x, y = y}
|
||||
o.speed = speed or 0
|
||||
o.sprite_rotation = rotation or 0
|
||||
o.vel = {
|
||||
x = o.speed * math.cos(o.sprite_rotation),
|
||||
y = o.speed * math.sin(o.sprite_rotation)
|
||||
}
|
||||
o.sprite_offset = {x = 13, y = 1}
|
||||
o.stuck = false
|
||||
o.illuminated = true
|
||||
|
||||
-- animations
|
||||
o.body = Animation:New(animation.kupo.arrow)
|
||||
|
||||
table.insert(LoadedObjects.Entities,o)
|
||||
o.id = #LoadedObjects.Entities
|
||||
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
return o
|
||||
end
|
||||
|
||||
function Arrow:HandleAnimation()
|
||||
self:Draw(self.body)
|
||||
end
|
||||
|
||||
function Arrow:DoPhysics()
|
||||
if not self.stuck then
|
||||
-- horizontal collisions
|
||||
if not isThereAnyCollisionAt(
|
||||
self.pos.x + self.vel.x,
|
||||
self.pos.y
|
||||
) then
|
||||
self.pos.x = self.pos.x + self.vel.x
|
||||
else
|
||||
while not isThereObjectAt(
|
||||
self.pos.x + math.sign(self.vel.x),
|
||||
self.pos.y,
|
||||
LoadedObjects.Collisions
|
||||
) do
|
||||
self.pos.x = self.pos.x + math.sign(self.vel.x)
|
||||
end
|
||||
self.stuck = true
|
||||
end
|
||||
-- vertical collision
|
||||
if not isThereAnyCollisionAt(
|
||||
self.pos.x,
|
||||
self.pos.y + self.vel.y
|
||||
) then
|
||||
self.pos.y = self.pos.y + self.vel.y
|
||||
else
|
||||
while not isThereObjectAt(
|
||||
self.pos.x,
|
||||
self.pos.y + math.sign(self.vel.y),
|
||||
LoadedObjects.Collisions
|
||||
) do
|
||||
self.pos.y = self.pos.y + math.sign(self.vel.y)
|
||||
end
|
||||
self.stuck = true
|
||||
end
|
||||
-- stuck into collisions
|
||||
if self.stuck then
|
||||
--lets allow the arrow to tip a bit into the thing
|
||||
self.pos.x = self.pos.x + self.vel.x / 5
|
||||
self.pos.y = self.pos.y + self.vel.y / 5
|
||||
self.vel.x = 0
|
||||
self.vel.y = 0
|
||||
self.illuminated = false
|
||||
end
|
||||
end
|
||||
end
|
||||
Reference in New Issue
Block a user