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:
@ -11,15 +11,11 @@ class("Ebi").extends(Entity)
|
||||
|
||||
function Ebi:init()
|
||||
Ebi.super.init(self, gfx.image.new("images/ebi.png"), 5)
|
||||
|
||||
self:setCollidesWithGroupsMask(0x3)
|
||||
local dir = 1
|
||||
if math.random(2) == 1 then
|
||||
dir = -1
|
||||
end
|
||||
|
||||
self.vector = geom.vector2D.new(0, dir)
|
||||
self.type = 'ebi'
|
||||
end
|
||||
|
||||
function Ebi:onReady()
|
||||
self.weaponTimer = playdate.timer.new(2500,
|
||||
function()
|
||||
local b = Bullet(2, 1)
|
||||
@ -30,8 +26,9 @@ function Ebi:init()
|
||||
self.weaponTimer.repeats = true
|
||||
end
|
||||
|
||||
function Ebi:update()
|
||||
local collisions = Ebi.super.update(self)
|
||||
-- Ebi needs to bounce off the walls
|
||||
function Ebi:runReady()
|
||||
local collisions = Ebi.super.runReady(self)
|
||||
for i=1, #collisions, 1 do
|
||||
if collisions[i].other:getGroupMask() == 0x1 then
|
||||
self.vector.dy *= -1
|
||||
@ -39,7 +36,7 @@ function Ebi:update()
|
||||
end
|
||||
end
|
||||
|
||||
function Ebi:delete()
|
||||
Ebi.super.delete(self)
|
||||
self.weaponTimer:remove()
|
||||
function Ebi:remove()
|
||||
Ebi.super.remove(self)
|
||||
if self.weaponTimer then self.weaponTimer:remove() end
|
||||
end
|
||||
|
@ -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
|
||||
|
Reference in New Issue
Block a user