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enemy.lua
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306 lines (280 loc) · 9.78 KB
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local enemies = {}
local tank = require("tank")
local ennemiRatio = 0.60
local Image
local Images = {}
local barrelLength = 55
local rotationSpeed = 2
Images[1] = love.graphics.newImage("images/ennemi-idle.png")
Images[2] = love.graphics.newImage("images/ennemi-patrol.png")
Images[3] = love.graphics.newImage("images/ennemi-touched.png")
Images[4] = love.graphics.newImage("images/ennemi-falling.png")
Images[5] = love.graphics.newImage("images/ennemi-angry.png")
Image = Images[1]
local offsetX = Image:getWidth() / 2
local offsetY = Image:getHeight() / 2
function newEnemy(x, y)
local enemy = {}
enemy.x = x or 0 -- si x = nil alors on met 0
enemy.y = y or 0
enemy.angle = 0
enemy.angleCible = 0
enemy.distance = 0
enemy.image = Image
enemy.imageWidth = enemy.image:getWidth()
enemy.imageHeight = enemy.image:getHeight()
enemy.rx = enemy.imageWidth * 0.5
enemy.ry = enemy.imageHeight * 0.5
enemy.angleAffichage = (math.pi * 0.5)
enemy.alpha = 0
enemy.shootTimer = 0
enemy.vitesseTir = 250
enemy.speed = 120
enemy.rayonChase = 500
enemy.radius = 40
enemy.shootRate = 0.8
enemy.angleBack = 0
enemy.distanceBack = 0
enemy.free = false
enemy.ratio = ennemiRatio
enemy.points = 20
enemy.push = 150
enemy.hurtSound = love.audio.newSource("Sons/EnemyHurt.wav", "static")
enemy.FallingSound = love.audio.newSource("Sons/EnemyFalling.wav", "static")
enemy.show = function(dt)
if enemy.alpha < 1 then
enemy.alpha = enemy.alpha + 0.5 * dt
else
enemy.etat = enemy.avance
enemy.image = Images[2]
end
end
enemy.init = function(dt)
math.randomseed(os.time())
enemy.distance = love.math.random(1, 4)
enemy.etat = enemy.show
end
enemy.etat = enemy.init
enemy.fall = function(dt)
enemy.image = Images[4]
enemy.ratio = enemy.ratio - 0.2 * dt
if enemy.ratio <= 0 then
enemy.ratio = 0
enemy.free = true
end
end
enemy.shoot = function(x, y)
if enemy.shootTimer >= enemy.shootRate then
enemy.shootTimer = 0
local b = newBullet()
local x = barrelLength * math.cos(enemy.angle)
local y = barrelLength * math.sin(enemy.angle)
b.fire(enemy.x + x, enemy.y + y, enemy.angle)
end
end
enemy.hunt = function(dt)
local angle = math.angle(enemy.x, enemy.y, tank.x, tank.y)
enemy.angleCible = angle
enemy.etat = enemy.avance
--enemy.distance = 0.5
enemy.image = Images[5]
if tank.falling == false then
enemy.shoot(tank.x, tank.y)
enemy.avance(dt)
else
enemy.etat = enemy.changeDirection
end
end
enemy.changeDirection = function(dt)
local angleAleatoire = math.random((math.pi) * -1, math.pi)
enemy.angleCible = enemy.angleCible + angleAleatoire
if enemy.angleCible < 0 then
enemy.angleCible = enemy.angleCible + math.pi * 2
elseif enemy.angleCible > math.pi * 2 then
enemy.angleCible = enemy.angleCible - math.pi * 2
end
enemy.image = Images[2]
enemy.etat = enemy.avance
enemy.distance = love.math.random(20, 30) / 10
end
enemy.avance = function(dt)
-- Conserver cette formule-------------
local vx = enemy.speed * math.cos(enemy.angle) * dt
local vy = enemy.speed * math.sin(enemy.angle) * dt
---------------------------------------
enemy.x = enemy.x + vx
enemy.y = enemy.y + vy
enemy.distance = enemy.distance - dt
local dist = math.dist(enemy.x, enemy.y, tank.x, tank.y)
if dist <= enemy.rayonChase and tank.falling == false then
enemy.etat = enemy.hunt
elseif enemy.distance <= 0 then
enemy.etat = enemy.changeDirection
end
-- Test si l'ennemi arrive en bout de carte, on change de direction
if enemy.x < TILE_WIDTH / 2 then
enemy.x = TILE_WIDTH / 2
enemy.checkDistance()
end
if enemy.x > SCREEN_WIDTH - TILE_WIDTH / 2 then
enemy.x = SCREEN_WIDTH - TILE_WIDTH / 2
enemy.checkDistance()
end
if enemy.y < TILE_HEIGHT / 2 then
enemy.y = TILE_HEIGHT / 2
enemy.checkDistance()
end
if enemy.y > SCREEN_HEIGHT - TILE_HEIGHT / 2 then
enemy.y = SCREEN_HEIGHT - TILE_HEIGHT / 2
enemy.checkDistance()
end
-- L'ennemi s'est déplacé à l'extérieur de la carte, on ne le laisse pas tomber
if GetTile(enemy.x, enemy.y) == 0 then
enemy.x = enemy.x - vx
enemy.y = enemy.y - vy
enemy.checkDistance()
end
-- Test si on colisionne avec un objet
if checkVehicleCollision(enemy) then
enemy.x = enemy.x - vx
enemy.y = enemy.y - vy
enemy.checkDistance()
end
end
-- On ne passe pas directement au changement de direction
-- Cela faisait des effets non désirés (liés probablement au timer)
-- On laisse l'ennemi "avancer" sur place 1/2 s avant changement de direction
enemy.checkDistance = function()
if enemy.distance > 0.5 then
enemy.distance = 0.5
end
end
enemy.back = function(dt)
-- Conserver cette formule-------------
rotationSpeed = 6
local vx = enemy.speed * rotationSpeed * math.cos(enemy.angleBack) * dt
local vy = enemy.speed * rotationSpeed * math.sin(enemy.angleBack) * dt
local dist = math.dist(enemy.x, enemy.y, vx, vy) * dt
enemy.x = enemy.x + vx
enemy.y = enemy.y + vy
enemy.angleCible = enemy.angleCible + math.random(-math.pi / 2, math.pi / 2)
enemy.image = Images[3]
if
GetTile(enemy.x, enemy.y) == 0 or enemy.x <= 0 or enemy.x >= SCREEN_WIDTH or enemy.y <= 0 or
enemy.y >= SCREEN_HEIGHT
then
enemy.etat = enemy.fall
tank.points = tank.points + enemy.points
enemy.FallingSound:play()
elseif checkVehicleCollision(enemy) then
enemy.x = enemy.x - vx
enemy.y = enemy.y - vy
enemy.etat = enemy.changeDirection
else
enemy.distanceBack = enemy.distanceBack - math.floor(dist)
if enemy.distanceBack <= 0 then
enemy.etat = enemy.changeDirection
rotationSpeed = 2
end
end
end
enemy.update = function(dt)
if enemy.angle < enemy.angleCible then
enemy.angle = enemy.angle + rotationSpeed * dt
elseif enemy.angle > enemy.angleCible then
enemy.angle = enemy.angle - rotationSpeed * dt
end
enemy.shootTimer = enemy.shootTimer + dt
enemy.etat(dt)
end
enemy.draw = function()
love.graphics.setColor(1, 1, 1, enemy.alpha)
love.graphics.draw(
enemy.image,
enemy.x,
enemy.y,
enemy.angle + enemy.angleAffichage,
enemy.ratio,
enemy.ratio,
offsetX,
offsetY
)
love.graphics.setColor(1, 1, 1, 1)
--love.graphics.circle("line", enemy.x, enemy.y, enemy.radius)
end
table.insert(enemies, enemy)
return enemy
end
function spawnEnemy()
local x = 0
local y = 0
x = math.random(0, SCREEN_WIDTH)
y = math.random(0, SCREEN_HEIGHT)
while GetTile(x, y) ~= 5 do
x = math.random(0, SCREEN_WIDTH)
y = math.random(0, SCREEN_HEIGHT)
end
local e = newEnemy(x, y)
e.angle = math.random(0, math.pi * 2)
e.angleCible = e.angle
end
function updateEnemies(dt)
for n = #enemies, 1, -1 do
local e = enemies[n]
e.update(dt)
if e.free == true then
table.remove(enemies, n)
end
end
end
function drawEnemies()
for _, enemy in ipairs(enemies) do
enemy.draw()
end
end
function deleteAllEnemies()
for i = #enemies, 1, -1 do
table.remove(enemies, i)
end
end
function checkIntersection(bullet)
if isIntersecting(tank.x, tank.y, tank.radius, bullet.x, bullet.y, bullet.radius) then
tank.touched = true
local angle = math.angle(bullet.x, bullet.y, tank.x, tank.y)
tank.angleBack = angle
tank.distanceBack = bullet.damage
if tank.isBonusPresent(BONUS_SHIELD) then
tank.distanceBack = tank.distanceBack / 3
end
bullet.free = true
tank.hurtSound:stop()
tank.hurtSound:play()
else
for i = 1, #enemies do
local enemy = enemies[i]
if enemy.etat ~= enemy.fall then
if
enemy.alpha >= 1 and
isIntersecting(enemy.x, enemy.y, enemy.radius, bullet.x, bullet.y, bullet.radius)
then
local angle = math.angle(bullet.x, bullet.y, enemy.x, enemy.y)
enemy.angleBack = angle
enemy.distanceBack = bullet.damage
bullet.free = true
enemy.etat = enemy.back
enemy.hurtSound:play()
elseif enemy.alpha >= 1 and isIntersecting(enemy.x, enemy.y, enemy.radius, tank.x, tank.y, tank.radius) then
local angle = math.angle(tank.x, tank.y, enemy.x, enemy.y)
enemy.angleBack = angle
enemy.distanceBack = tank.push
enemy.etat = enemy.back
enemy.hurtSound:play()
angle = angle + math.pi
tank.angleBack = angle
tank.distanceBack = enemy.push
tank.touched = true
end
end
end
end
end