1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
|
Class = require("libs.hump.class")
require("libs.tserial")
Enemy = Class{
init = function(self, x, y, gameWorld)
self.x = x
self.y = y
self.world = gameWorld
end,
x=0,
y=0,
speed=60,
collider=nil,
world=nil,
chasing=false,
dead=false
}
function Enemy:draw()
love.graphics.setColor({1,0,0})
love.graphics.rectangle('fill', self.x, self.y, 8, 8)
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')
end
function Enemy: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 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
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+4)
self.collider:setY(self.y+4)
end
else
self.chasing = false
end
if self.collider:enter('player') then
-- self.dead = true
self.collider:destroy()
end
end
end
|