add basic projectile
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3 changed files with 51 additions and 2 deletions
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@ -27,8 +27,10 @@ function Player:new(area, x, y, opts)
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self.max_v = 100
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-- player acceleration
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self.a = 100
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-- attack rate
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self.ar = 0.24
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self.timer:every(4, function() self:shoot() end)
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self.timer:every(self.ar, function() self:shoot() end)
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end
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function Player:update(dt)
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@ -70,6 +72,7 @@ function Player:shoot()
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local d = 1.2*self.w
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local offset_x, offset_y = self.x + d*math.cos(self.r), self.y + d*math.sin(self.r)
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self.area:addGameObject('ShootEffect', offset_x, offset_y, {player = self, d = d})
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self.area:addGameObject('Projectile', offset_x, offset_y, {r = self.r})
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end
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return Player
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46
obj/game/Projectile.lua
Normal file
46
obj/game/Projectile.lua
Normal file
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@ -0,0 +1,46 @@
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---@class Projectile:GameObject
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---@field r number
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---@field s number|nil
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---@field v number|nil
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local Projectile = GameObject:extend()
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function Projectile:new(area, x, y, opts)
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Projectile.super.new(self, area, x, y, opts)
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-- radius of collider
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self.s = opts.s or 2.5
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-- velocity
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self.v = opts.v or 200
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self.collider = self.area.world:circle(self.x, self.y, self.s)
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end
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---Updates Projectile
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---@param dt number delta time
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function Projectile:update(dt)
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Projectile.super.update(self, dt)
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-- update velocity
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--self.v = math.min(self.v + self.a*dt, self.max_v)
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-- update position
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local vx = self.v * math.cos(self.r) -- velocity X
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local vy = self.v * math.sin(self.r) -- velocity Y
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self.x = self.x + vx * dt -- update position X
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self.y = self.y + vy * dt -- update position Y
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-- move collision area
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self.collider:moveTo(self.x, self.y)
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end
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---Draws Projectile
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function Projectile:draw()
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Projectile.super.draw(self)
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if DEBUG then
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love.graphics.setColor(1, 0, 0)
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self.collider:draw()
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end
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love.graphics.setColor(1, 1, 1)
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love.graphics.circle('fill', self.x, self.y, self.s)
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end
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return Projectile
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@ -23,7 +23,7 @@ end
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function ShootEffect:draw()
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ShootEffect.super.draw(self)
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pushRotateScale(self.x, self.y, self.player.r+math.pi/4)
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love.graphics.setColor(0.6, 0.5, 0.1)
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love.graphics.setColor(1,1,1)
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love.graphics.rectangle('fill', self.x - self.w/2, self.y - self.w/2, self.w, self.w)
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love.graphics.pop()
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end
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