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Class = require("libs.hump.class")
require("libs.tserial")
anim8 = require("libs.anim8.anim8")
Enemy = Class{
init = function(self, x, y, gameWorld)
self.x = x
self.y = y
self.world = gameWorld
self.grid=anim8.newGrid(32,32,self.spriteSheet:getWidth(), self.spriteSheet:getHeight())
self.animations = {}
self.animations.down = anim8.newAnimation(self.grid('1-3', 1),0.1)
self.animations.left = anim8.newAnimation(self.grid('1-3', 2),0.1)
self.animations.right = anim8.newAnimation(self.grid('1-3', 3),0.1)
self.animations.up = anim8.newAnimation(self.grid('1-3', 4),0.1)
self.dir = self.animations.down
print(self.dir)
end,
x=0,
y=0,
speed=60,
collider=nil,
world=nil,
chasing=false,
dead=false,
dir="down",
spriteSheet= love.graphics.newImage("assets/images/enemy.png"),
animations = {},
grid=nil
}
function Enemy:draw()
love.graphics.setColor({1,0,0})
self.dir:draw(self.spriteSheet, self.x, self.y, nil, 0.5, 0.5)
if self.collider then
end
end
function Enemy:setCollider()
self.collider = self.world:newRectangleCollider(self.x, self.y, 8, 8)
self.collider:setFixedRotation(true)
self.collider:setType('static')
self.collider:setCollisionClass('enemy')
end
function Enemy:update(dt)
if self.chasing == false then
self.dir:gotoFrame(2)
end
self.dir:update(dt)
if self.collider then
local playerColliders = self.world:queryCircleArea(self.x, self.y, 100,{'player'})
local enemyColliders = self.world:queryCircleArea(self.x+4, self.y+4, 8,{'enemy'})
if #playerColliders > 0 then
self.chasing = true
for i,collider in pairs(playerColliders) do
local playerObject = collider:getObject()
directionX = playerObject.x - self.x
directionY = playerObject.y - self.y
local angle = math.atan2(directionX,directionY)
print((angle*180)/3.14)
distance = math.sqrt(directionX * directionX + directionY * directionY)
local angle = math.atan2(directionY, directionX)
if distance > 20 then
-- self.x = self.x + directionX / distance * self.speed * dt
-- self.y = self.y + directionY / distance * self.speed * dt
self.x = self.x + self.speed * math.cos(angle) * dt
self.y = self.y + self.speed * math.sin(angle) * dt
end
end
if self.collider then
self.collider:setX(self.x+8)
self.collider:setY(self.y+8)
end
else
self.chasing = false
end
if self.collider:enter('player') then
-- self.dead = true
self.collider:destroy()
end
end
end
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