now there are spawn objects! now entity spawns are loaded from level! now entity spawns are saved to level!
114 lines
2.6 KiB
Lua
114 lines
2.6 KiB
Lua
Fairy = Entity:new()
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Fairy.type = "Fairy"
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function Fairy:new(x,y)
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local o = Entity:new(x,y)
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-- behaviour
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o.pos = {x = x, y = y}
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o.speed = 1.4
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o.range = 20
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o.vision_range = 120
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o.target = {x = x, y = y}
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o.hover_distance = 60
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-- animations
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o.body = Animation:new(animation.fairy.flying)
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o:centerOffset(o.body)
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o:createBox(o.body)
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-- light
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o.light_radius = 80
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o.light = Light:new(o.pos.x,o.pos.y,o.light_radius,nil,hex2rgb("#fed100"))
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-- timer
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o.particle_timer = 0
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o.particle_time = 5
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o:id()
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setmetatable(o, self)
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self.__index = self
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return o
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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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self.target.y = main_player.pos.y + main_player.target_offset.y
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local below = 1
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while not isThereObjectAt(
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self.target.x,
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self.target.y + below * game.scale,
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LoadedObjects.Collisions
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) do
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below = below + 1
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if below >= self.hover_distance then break end
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end
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local top = 1
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while not isThereObjectAt(
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self.target.x,
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self.target.y - top * game.scale,
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LoadedObjects.Collisions
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) do
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top = top + 1
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if top >= self.hover_distance then break end
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end
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self.target.y = self.target.y - top + below
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end
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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 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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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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sprite_tint = hex2rgb("#fed100"),
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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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}
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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: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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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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self:adjustLight()
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end
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function Fairy:debug()
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Entity.debug(self)
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self:checkVisionLineDebug(main_player,self.vision_range)
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end
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