add basic projectile

This commit is contained in:
yuki 2025-11-11 22:34:52 -03:00
parent b79c2cf866
commit 429f8ef813
3 changed files with 51 additions and 2 deletions

View file

@ -27,8 +27,10 @@ function Player:new(area, x, y, opts)
self.max_v = 100
-- player acceleration
self.a = 100
-- attack rate
self.ar = 0.24
self.timer:every(4, function() self:shoot() end)
self.timer:every(self.ar, function() self:shoot() end)
end
function Player:update(dt)
@ -70,6 +72,7 @@ function Player:shoot()
local d = 1.2*self.w
local offset_x, offset_y = self.x + d*math.cos(self.r), self.y + d*math.sin(self.r)
self.area:addGameObject('ShootEffect', offset_x, offset_y, {player = self, d = d})
self.area:addGameObject('Projectile', offset_x, offset_y, {r = self.r})
end
return Player

46
obj/game/Projectile.lua Normal file
View file

@ -0,0 +1,46 @@
---@class Projectile:GameObject
---@field r number
---@field s number|nil
---@field v number|nil
local Projectile = GameObject:extend()
function Projectile:new(area, x, y, opts)
Projectile.super.new(self, area, x, y, opts)
-- radius of collider
self.s = opts.s or 2.5
-- velocity
self.v = opts.v or 200
self.collider = self.area.world:circle(self.x, self.y, self.s)
end
---Updates Projectile
---@param dt number delta time
function Projectile:update(dt)
Projectile.super.update(self, dt)
-- update velocity
--self.v = math.min(self.v + self.a*dt, self.max_v)
-- update position
local vx = self.v * math.cos(self.r) -- velocity X
local vy = self.v * math.sin(self.r) -- velocity Y
self.x = self.x + vx * dt -- update position X
self.y = self.y + vy * dt -- update position Y
-- move collision area
self.collider:moveTo(self.x, self.y)
end
---Draws Projectile
function Projectile:draw()
Projectile.super.draw(self)
if DEBUG then
love.graphics.setColor(1, 0, 0)
self.collider:draw()
end
love.graphics.setColor(1, 1, 1)
love.graphics.circle('fill', self.x, self.y, self.s)
end
return Projectile

View file

@ -23,7 +23,7 @@ end
function ShootEffect:draw()
ShootEffect.super.draw(self)
pushRotateScale(self.x, self.y, self.player.r+math.pi/4)
love.graphics.setColor(0.6, 0.5, 0.1)
love.graphics.setColor(1,1,1)
love.graphics.rectangle('fill', self.x - self.w/2, self.y - self.w/2, self.w, self.w)
love.graphics.pop()
end