Add code for repeating waves of enemies, adding intro animations so the enemies can 'fly in', and refactor entity to use a state machine system for more flexibility.

This commit is contained in:
Anna Rose Wiggins 2023-10-03 16:16:19 -04:00
parent 2a2b106df0
commit 001ed4cfa4
8 changed files with 253 additions and 49 deletions

View file

@ -12,12 +12,15 @@ class("Ika").extends(Entity)
function Ika:init(target)
Ika.super.init(self, gfx.image.new("images/ika.png"), 25, 1)
self.target = target
self:setCollidesWithGroupsMask(0x2)
self.type = 'ika'
end
function Ika:onReady()
self.weaponTimer = playdate.timer.new(7000,
function()
local b = Bullet(9, 20, self:calculateVector(target))
local b = Bullet(9, 20, self:calculateVector(self.target))
b:moveTo(self.x - (self.width/2) - 1, self.y)
b:add()
end
@ -26,9 +29,12 @@ function Ika:init(target)
end
function Ika:calculateVector(target)
local vec = geom.vector2D.new(0,0)
vec.dx = target.x - self.x
vec.dy = target.y - self.y
local vec = geom.point.new(target:getPosition()) -
geom.point.new(self:getPosition())
return vec:normalized() * 3
end
function Ika:remove()
Ika.super.remove(self)
if self.weaponTimer then self.weaponTimer:remove() end
end