Fairy = Entity:new() Fairy.type = "Fairy" function Fairy:new(x,y) local o = Entity:new(x,y) -- behaviour o.pos = {x = x, y = y} o.speed = 1.4 o.range = 20 o.vision_range = 120 o.target = {x = x, y = y} o.hover_distance = 60 -- animations o.body = Animation:new(animation.fairy.flying) o:centerOffset(o.body) o:createBox(o.body) -- light o.light_radius = 80 o.light = Light:new(o.pos.x,o.pos.y,o.light_radius,nil,hex2rgb("#fed100")) -- timer o.particle_timer = 0 o.particle_time = 5 o:id() setmetatable(o, self) self.__index = self return o end function Fairy:doLogic() if self:checkVisionLine(main_player,self.vision_range) then self.target.x = main_player.pos.x + main_player.target_offset.x self.target.y = main_player.pos.y + main_player.target_offset.y local below = 1 while not isThereObjectAt( self.target.x, self.target.y + below * game.scale, LoadedObjects.Collisions ) do below = below + 1 if below >= self.hover_distance then break end end local top = 1 while not isThereObjectAt( self.target.x, self.target.y - top * game.scale, LoadedObjects.Collisions ) do top = top + 1 if top >= self.hover_distance then break end end self.target.y = self.target.y - top + below end local distance_x = self.target.x - self.pos.x local distance_y = self.target.y - self.pos.y local angle = getAngleFromVector(distance_x,distance_y) local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2) if distance < self.range then self.vel.x = self.vel.x * 0.9 self.vel.y = self.vel.y * 0.9 else self.vel.x = math.cos(angle)*self.speed self.vel.y = math.sin(angle)*self.speed end self.particle_timer = self.particle_timer + 1 if self.particle_timer >= self.particle_time then self.particle_timer = 0 local particle_data = { animation = animation.particle.simple, sprite_tint = hex2rgb("#fed100"), direction = angle-math.rad(180+math.random(60)-30), speed = 0.8*(distance/50), speed_increase = -0.01, } Particle:new(self.pos.x,self.pos.y,particle_data) end end function Fairy:handleAnimation() self.body:animate() --if self:isCollidingWith(main_player) then self.sprite_tint = {1,0,0} else self.sprite_tint = {1,1,1} end self:draw(self.body) end function Fairy:doPhysics() local random_x = math.random(-4, 4)/10 local random_y = math.random(-4, 4)/10 self.vel.x = self.vel.x + random_x self.vel.y = self.vel.y + random_y self:moveWithCollision() self.vel.x = 0 self.vel.y = 0 self:adjustLight() end function Fairy:debug() Entity.debug(self) self:checkVisionLineDebug(main_player,self.vision_range) end