Implement first enemy, bullet damage and collision.

This commit is contained in:
Anna Rose Wiggins 2023-09-30 15:19:04 -04:00
parent 032cc0a2ed
commit 4aa4c129dc
7 changed files with 82 additions and 26 deletions

View file

@ -3,6 +3,7 @@ import "CoreLibs/object"
import "CoreLibs/graphics"
import "CoreLibs/sprites"
import "CoreLibs/timer"
import "entity"
import "bullet"
import "ui"
@ -19,19 +20,16 @@ local WEAPON_CHARGE_LOOKUP <const> = {
[3]=50
}
class("Kani").extends(gfx.sprite)
class("Kani").extends(Entity)
function Kani:init(ui)
local img = gfx.image.new("images/kani.png")
Kani.super.init(self, img)
Kani.super.init(self, img, 100)
self:setCollideRect(0, 0, self:getSize())
self.vector = {x=0,y=0} -- movement direction
self:setGroupMask(0x2)
self:setCollidesWithGroupsMask(0x19)
-- stats
self.health = 100
self.reserveCharge = 100
-- controls the speed the crank recharges the player's reserves. A lower number allows faster charging.
@ -106,12 +104,12 @@ function Kani:fire()
end
function Kani:damage(amount)
self.health = math.max(self.health - amount, 0)
if self.health <= 0 then
-- TODO: destroy ship
end
Kani.super.damage(self, amount)
self.ui.healthMeter:setValue(self.health)
if self.health == 0 then
-- TODO: end game here
end
end
function Kani:addInputHandlers()