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enemy.lua
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298 lines (245 loc) · 10.6 KB
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--
-- enemy.lua
-- RedditGameJam-05
--
-- Created by Jay Roberts on 2011-01-07.
-- Copyright 2011 GloryFish.org. All rights reserved.
--
require 'class'
require 'vector'
Enemy = class(function(enemy, pos, prey)
-- Tileset
enemy.tileset = love.graphics.newImage('resources/images/spritesheet.png')
enemy.tileset:setFilter('nearest', 'nearest')
enemy.tileSize = 16
enemy.scale = 2
enemy.offset = vector(enemy.tileSize / 2, enemy.tileSize / 2)
-- Quads, animation frames
enemy.animations = {}
enemy.animations['standing'] = {}
enemy.animations['standing'].frameInterval = 0.2
enemy.animations['standing'].quads = {
love.graphics.newQuad(6 * enemy.tileSize, 2 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
love.graphics.newQuad(7 * enemy.tileSize, 2 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
love.graphics.newQuad(4 * enemy.tileSize, 2 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
love.graphics.newQuad(5 * enemy.tileSize, 2 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight())
}
enemy.animations['frustrated'] = {}
enemy.animations['frustrated'].frameInterval = 0.03
enemy.animations['frustrated'].quads = {
love.graphics.newQuad(6 * enemy.tileSize, 4 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
love.graphics.newQuad(7 * enemy.tileSize, 4 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
love.graphics.newQuad(4 * enemy.tileSize, 4 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
love.graphics.newQuad(5 * enemy.tileSize, 4 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight())
}
enemy.animations['walking'] = {}
enemy.animations['walking'].frameInterval = 0.2
enemy.animations['walking'].quads = {
love.graphics.newQuad(0 * enemy.tileSize, 2 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
love.graphics.newQuad(1 * enemy.tileSize, 2 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
love.graphics.newQuad(2 * enemy.tileSize, 2 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
love.graphics.newQuad(3 * enemy.tileSize, 2 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
}
enemy.animations['climbing'] = {}
enemy.animations['climbing'].frameInterval = 0.1
enemy.animations['climbing'].quads = {
love.graphics.newQuad(4 * enemy.tileSize, 3 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
love.graphics.newQuad(5 * enemy.tileSize, 3 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
}
enemy.animations['bursting'] = {}
enemy.animations['bursting'].frameInterval = 0.2
enemy.animations['bursting'].quads = {
love.graphics.newQuad(6 * enemy.tileSize, 5 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
love.graphics.newQuad(7 * enemy.tileSize, 5 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
love.graphics.newQuad(4 * enemy.tileSize, 5 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight()),
love.graphics.newQuad(5 * enemy.tileSize, 5 * enemy.tileSize, enemy.tileSize, enemy.tileSize, enemy.tileset:getWidth(), enemy.tileset:getHeight())
}
enemy.animation = {}
enemy.animation.current = 'standing'
enemy.animation.frame = 1
enemy.animation.elapsed = 0
-- Instance vars
enemy.flip = 1
enemy.position = pos
enemy.startspeed = 115
enemy.speed = 115
enemy.onground = true
enemy.state = 'standing'
enemy.movement = vector(0, 0) -- This holds a vector containing the last movement input recieved
enemy.velocity = vector(0, 0)
enemy.jumpVector = vector(0, -200)
enemy.path = nil
enemy.pathInterval = 2 -- Wait x seconds before generating a new path
enemy.pathDuration = 1 -- how long since last path generation
enemy.bursting = false
enemy.burstInterval = 3
enemy.burstDuration = 0
end)
-- Call during update with a normalized movement vector
function Enemy:setMovement(movement)
self.movement = movement
self.velocity.x = movement.x * self.speed
self.velocity.y = movement.y * self.speed
if movement.x > 0 then
self.flip = 1
end
if movement.x < 0 then
self.flip = -1
end
end
function Enemy:setAnimation(animation)
if (self.animation.current ~= animation) then
self.animation.current = animation
self.animation.frame = 1
if animation == 'frustrated' then
self.speed = self.speed * 1.1
end
end
end
function Enemy:burst()
if not self.bursting then
self:setAnimation('bursting')
self.bursting = true
self.burstDuration = 0
self.speed = self.startspeed
end
end
-- Returns the world coordinates of the Enemy's corners. If pos is supplied it returns what the Enemy's
-- coordinates would be at that position
function Enemy:getCorners(pos)
if pos == nil then
pos = self.position
end
local margin = 4
local ul, ur, bl, br = vector(math.floor(pos.x - (self.tileSize / 2 * self.scale)), math.floor(pos.y - (self.tileSize / 2 * self.scale))), -- UL
vector(math.floor(pos.x + (self.tileSize / 2 * self.scale)), math.floor(pos.y - (self.tileSize / 2 * self.scale))), -- UR
vector(math.floor(pos.x - (self.tileSize / 2 * self.scale)), math.floor(pos.y + (self.tileSize / 2 * self.scale))), -- BL
vector(math.floor(pos.x + (self.tileSize / 2 * self.scale)), math.floor(pos.y + (self.tileSize / 2 * self.scale))) -- BR
-- Make the width just a bt smaller cause our ninja is skinny
ul.x = ul.x + margin
ur.x = ur.x - margin
bl.x = bl.x + margin
br.x = br.x - margin
return ul, ur, bl, br
end
function Enemy:update(dt, level, target)
self.animation.elapsed = self.animation.elapsed + dt
self.pathDuration = self.pathDuration + dt
if self.bursting then
self.burstDuration = self.burstDuration + dt
if self.burstDuration > self.burstInterval then
self.burstDuration = 0
self.bursting = false
end
end
-- Get movement
self:setMovement(self:getAIMovement(target, level))
-- What animation?
local selfTile = level:toTileCoords(self.position)
selfTile = selfTile + vector(1, 1)
if self.bursting then
self:setAnimation('bursting')
elseif level.tiles[selfTile.x][selfTile.y] == 'h' or level.tiles[selfTile.x][selfTile.y] == 'H' and self.movement.y ~= 0 then
self:setAnimation('climbing')
elseif self.movement.x == 0 then
if self.path == nil then
self:setAnimation('frustrated')
else
self:setAnimation('standing')
end
else
self:setAnimation('walking')
end
-- Handle animation
if #self.animations[self.animation.current].quads > 1 then -- More than one frame
local interval = self.animations[self.animation.current].frameInterval
interval = interval + (interval - (interval * math.abs(self.movement.x)))
if self.animation.elapsed > interval then -- Switch to next frame
self.animation.frame = self.animation.frame + 1
if self.animation.frame > #self.animations[self.animation.current].quads then -- Aaaand back around
self.animation.frame = 1
end
self.animation.elapsed = 0
end
end
if not self.bursting then
-- Apply velocity to position
self.position = self.position + self.velocity * dt
end
end
-- Takes a target entity in the world (typically the player) and the level and calculates a movement vector
function Enemy:getAIMovement(target, level)
local selfTile = level:toTileCoords(self.position)
local targetTile = level:toTileCoords(target.position)
-- We can't fly so find the position of the floor under the target
if not target.onground then
local y = targetTile.y
while y < #level.tiles[1] do -- Stop if we reach the bottom of the world
if in_table(level.tiles[targetTile.x + 1][y + 1], level.solid) then
targetTile.y = y - 1
break
end
y = y + 1
end
end
-- Now we have a target, get a path to it
if self.pathDuration > self.pathInterval then
self.pathDuration = 0
self.path = astar:findPath(selfTile, targetTile)
end
-- If we have a path, follow it
if self.path ~= nil then
local node = self.path.nodes[1]
if node ~= nil then
if selfTile.x == node.location.x and selfTile.y == node.location.y then -- are we in the first node? REMOVE IT!
table.remove(self.path.nodes, 1)
node = self.path.nodes[1]
end
else -- we need a new path
self.pathDuration = 3.1
end
if node ~= nil then
local movement = vector(0, 0)
-- Adjust position
local nodeWorld = level:toWorldCoordsCenter(node.location)
-- horizontal
if math.abs(self.position.x - nodeWorld.x) > 1 then
if self.position.x < nodeWorld.x then
movement = movement + vector(1, 0)
elseif self.position.x > nodeWorld.x then
movement = movement + vector(-1, 0)
end
end
-- vertical
if math.abs(self.position.y - nodeWorld.y) > 1 then
if self.position.y < nodeWorld.y then
movement = movement + vector(0, 1)
elseif self.position.y > nodeWorld.y then
movement = movement + vector(0, -1)
end
end
return movement
else
-- We're at the end of the path, stand still for now
self.pathDuration = 3
return vector(0, 0)
end
else -- No path
return vector(0, 0) -- Just stand there
end
end
function Enemy:draw()
love.graphics.setColor(255, 255, 255, 255)
love.graphics.drawq(self.tileset,
self.animations[self.animation.current].quads[self.animation.frame],
self.position.x,
self.position.y,
0,
self.scale * self.flip,
self.scale,
self.offset.x,
self.offset.y)
if self.path ~= nil and debug then
self.path:draw(0, 0, 255)
end
end